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Durante el curso del desarrollo de Pyre, quedó claro que la complejidad de lo que estábamos haciendo con la narrativa dinámica basada en texto del juego significaba que un esfuerzo de localización tradicional no sería posible. O bien tendríamos que reducir significativamente la ambición de lo que queríamos hacer con el juego, retrasar el juego indefinidamente, o aceptar que las traducciones terminaría en nivel de calidad inferior. En cambio, tomamos la difícil decisión de no perseguir la localización del juego en absoluto, para el lanzamiento inicial.
No hemos descartado la posibilidad de traducir el juego a otros idiomas después del lanzamiento. Por favor, permanezca atento para obtener más información, y le agradecemos su paciencia y comprensión.
Gotta say, Google translate worked pretty well this time.
Out of curiousity, kid_zomb, can you elaborate a bit more on the translation difficulties associated with the game's design? Maybe I'm weird but I find that stuff fascinating!
The short explanation is, in some cases the game creates sentences based on English grammar, replacing character names and pronouns and sometimes other aspects based on certain situations. This adds a significant dimension of complexity for localization because most languages don't share the same structure. For instance, in English, pronouns are gendered in a specific way, whereas in some languages verbs are gendered (whereas in English they're not), and so forth. This, along with the much higher content volume in this game, and other factors, made localization exponentially more complicated.
Again we'll have more to say on this hopefully soon but it made having localization at launch not something we felt was feasible (without indefinitely delaying the game or having extremely substandard translation quality, neither of which we thought was a sensible choice).