Ascension

Ascension

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Suggestion: Separate Editable Language Files for Easier Localization
Dear Developers,

I hope this message finds you well. I am writing as a passionate member of the gaming community and a supporter of community-driven localization efforts. I would like to respectfully propose an enhancement that could significantly broaden the accessibility and global appeal of your game: the implementation of separate, easily editable language files to support localization.

Currently, many games hard-code their language strings or utilize formats that are either difficult to access or modify without specialized tools. This creates a barrier for volunteer translators, modders, and players from non-English-speaking communities who wish to enjoy the game in their native languages. By adopting a structure in which all in-game text is stored in external, plain-text files (such as .json, .xml, or even simple .txt formats), and making these files accessible and editable, you open the door to a global network of contributors who can help localize your game more effectively and inclusively.

There are several compelling reasons to consider this approach:

Lowering the Technical Barrier
When language files are kept separate and editable with basic tools like Notepad or any text editor, it greatly simplifies the localization process. Community members without programming expertise can still participate in translating and refining the game content, thus increasing engagement and inclusivity.

Encouraging Global Community Growth
Games that support easy community localization often see a surge in international popularity. A notable example is Stardew Valley, whose approachable localization system allowed fans to create and share translations across dozens of languages. This, in turn, helped the game build vibrant player communities in countries around the world.

Boosting Modding Potential and Longevity
Platforms like Nexus Mods host thousands of language mods for games that support editable text. These mods not only enhance the player experience by allowing them to play in their preferred language, but they also increase the game's lifespan by fostering a rich ecosystem of community-driven content.

Accessibility and Inclusivity
Language should never be a barrier to enjoying a great game. By enabling easy translation, you empower non-English-speaking players to fully immerse themselves in the game’s story, mechanics, and charm. This is especially meaningful for players in regions where official localization may not be feasible due to budget or market constraints.

Minimal Development Overhead with High Reward
Implementing a localization system based on external files requires some initial planning, but once established, it is relatively low-maintenance. More importantly, it pays off significantly by expanding your potential audience, improving player satisfaction, and increasing international visibility.

In summary, by supporting editable, standalone language files, you would not only make localization more accessible for players and fans worldwide, but also nurture a loyal, diverse, and engaged global fan base. It is a small step on the development side that can make a profound impact on the game’s success and inclusivity.

Thank you very much for your time and for considering this suggestion. I sincerely hope you will explore the possibility of implementing a community-friendly localization system in your game. Should you be interested, I would be more than happy to provide further insights, examples, or community feedback related to localization best practices.

Wishing you continued success with your project.

Warm regards,

==================================================

您好!

我是一位热衷于游戏社区发展的玩家,同时也是社区驱动本地化工作的坚定支持者。写这封信,是希望能向您诚挚地提出一个建议,该建议有望显著提升贵游戏的可访问性与全球影响力:在游戏中实现可独立编辑的语言文件系统,以便于本地化工作开展。

目前,许多游戏将语言文本硬编码到程序中,或采用一些难以访问、修改需要专业工具的格式。这种做法无形中设立了技术门槛,阻碍了来自非英语国家的志愿翻译者、模组制作者和普通玩家将游戏本地化为他们的母语。而如果游戏的所有文本内容能够以.json、.xml或简单的.txt等纯文本格式独立存储,并向玩家开放这些文件的访问与编辑权限,便能够激发全球玩家参与本地化工作的积极性,打造更加包容和高效的本地化体系。

我建议采用这种方式,原因如下:

1. 降低技术门槛
当语言文件被独立保存,并可通过记事本等简单工具进行编辑时,即便是不具备编程知识的社区成员,也能够轻松参与翻译和优化文本内容,从而扩大参与度,提升包容性。

2. 促进全球社区发展
支持社区本地化的游戏,往往会迅速在全球范围内获得人气。例如,《星露谷物语》的本地化系统简单易用,使粉丝能够为其制作并分享数十种语言的翻译版本,进而帮助该游戏在世界各地建立起活跃的玩家社群。

3. 提升模组潜力与游戏生命周期
像 Nexus Mods 这样的平台,聚集了大量支持可编辑语言文件的游戏模组。这些语言模组不仅让玩家能够用自己熟悉的语言游玩游戏,还通过丰富的社区内容生态,显著延长了游戏的生命周期。

4. 提高可访问性与包容性
语言不应成为享受优秀游戏的障碍。通过提供便捷的翻译机制,您将赋予非英语玩家更深度的沉浸体验,帮助他们全面了解游戏的剧情、机制与魅力。对于那些预算有限或市场规模较小而难以获得官方本地化的地区来说,这一点尤为重要。

5. 开发成本小,回报却极高
基于外部文件构建本地化系统,只需在早期做一定的架构设计,后续维护成本较低。但这一举措所带来的好处却极为显著:能够拓展潜在用户群,提高玩家满意度,并增强全球曝光度。

总结来说,支持可编辑的独立语言文件,不仅能让更多玩家与粉丝轻松参与到游戏翻译中,也有助于您建立一个忠诚、多样、充满活力的全球玩家群体。这项举措虽小,却能在提升游戏包容性与国际影响力方面产生深远影响。

感谢您抽出宝贵时间阅读并考虑此建议。衷心希望您能探索并采纳一种更加支持社区参与的本地化方式。如果您对此感兴趣,我非常乐意进一步提供有关本地化最佳实践的建议、示例或社区反馈。

祝您的项目取得更大成功!

诚挚的问候,
Last edited by Max; May 5 @ 1:21am
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Showing 1-11 of 11 comments
gacob May 7 @ 8:55am 
Yes please +1

We don't really need a tool, just let us edit the localization files so we can add them manually.

About forming groups and translating? We will do that, don't worry.
I was just going to ask this ,how the developers will treat localization
Game seems fun
Leo May 8 @ 8:46am 
其實EA階段,故事可能會有大變動,與其自己搞官方翻譯,不如完全交給社區搞會更好,尤其是現在AI那麼厲害,民間也很多高手,自己公司也可以更專注搞開發。
Separating out all the text is also just standard software engineering industry practice for projects that care about localization. Mixes text all over the raw code like games tend to do is a project nightmare. We have known for decades how bad that is for supporting more languages.

It's not more work by any reasonable amount, both because the actual work is minimal and because it will very quickly reward you in saved work as you edit your text.

Making it easier for players and machine translation to spread your game to new markets is basically just bonus value, but it's also not to be underestimated. A dev could even effectively use Steam workshop for translation. We need some game dev leaders to show what an idea like that can do for language intensive games.
gacob May 8 @ 1:17pm 
Originally posted by Tyrian Mollusk:
Separating out all the text is also just standard software engineering industry practice for projects that care about localization. Mixes text all over the raw code like games tend to do is a project nightmare. We have known for decades how bad that is for supporting more languages.
Still the usual thing is packing the localization files within your project or even if it's not packed, you still need to decode it.

I agree with everything you said btw.
Originally posted by gacob:
Still the usual thing is packing the localization files within your project or even if it's not packed, you still need to decode it.
Sure, typically, the end user won't see the text source files because it's combined during the build, but once you've externalized the text, that can trivially be loaded at run time instead of build time, like many other game assets, if you don't want to keep people out of your files.

The fact that we can attach Unity auto-translator mods to live running games should really be enough to see the obvious value. The text is already getting passed around and handled by Unity, and loading it from a separate deliverable file is probably just something a dev needs to realize has value, instead of the typical game dev mode of "just do whatever works".

Also, speaking to players now, let's not forget that if you use that Unity auto-translation mod (I use it for Mirror of Heaven, and it's pretty impressive other than text flowing out of visible display space on some screens), it already has a separate file where it caches its translations, so foreign players are wholly capable of sharing translation "caches" that are already filled out with preferred translations rather than clunky machine-translation. Of course, any game source-text changes over time will need to be caught and corrected separately, but it's very doable right now.

Devs merely need to cut out the middle man and apply good engineering practice, so text is immediately accessible (and more easily diff'd for source changes) instead of requiring manual intervention and setup by foreign players who want to buy their game.
So anyone bought the game and checked if the localization files are easy to find/edit?
Max 16 hours ago 
downloading...
ADDB 15 hours ago 
Originally posted by Tyrian Mollusk:
Devs merely need to cut out the middle man and apply good engineering practice, so text is immediately accessible (and more easily diff'd for source changes) instead of requiring manual intervention and setup by foreign players who want to buy their game.
https://steamcommunity.com/app/2328480/discussions/0/4625855423768006922/#c634541622122583488
Originally posted by ADDB:
https://steamcommunity.com/app/2328480/discussions/0/4625855423768006922/#c634541622122583488
Yeah, saw that. Saying they "might initially develop a localization tool" doesn't sound like they've figured this out yet. Game devs have a lot of trouble reinventing the wheel.

And it's common for Chinese devs to talk about holding off on English until the text is finalized. It's also common to abandon the translation effort because putting off a ton of work to the end isn't really a great idea, unless money really starts rolling in.
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