I also work directly with the Main World Lore Planner on naming and background stories. I get to play through early builds of the game, usually in Japanese, to see what the game is looking like so I know that when I do actual translations, how things are going to go in the game and how they’re going to work.
I also spend a lot of time working with the other guys in our team: the English team as well as the French and German teams. We talk a lot about what we’re going to do with the characterizations, certain stylistic issues, everything down to how we’re going to spell certain words… If we’re going to go with English spelling or British spelling… How certain races are going to talk, what kind of words they’re gonna use, the overall styles for cities… things like that.
We talk about adjustments… how we’re going to go in and tweak the text, and if those tweaks are big enough to warrant going over to the devs and getting their permission. That leads to the next part which is actually going over to the devs and talking with them about the stuff that they have written. We ask them a lot about intentions… Why they wrote a quest a certain way, what they want the players to get out of it.
If it’s a new character appearing in the quest we will ask them about the background of those characters, where they want to take the characters, we need all that information so that when we translate it, we know that we’re gonna give the player what the developer and the planner really intended. Then, again, if we decide we need to make some changes, whether be characterization or maybe how a character handles a certain happening during the quest, we make sure to talk with the planner and see if that’s okay. A lot of times it is, sometimes he tells us no and we make sure that we follow that.
G: I read that the localization of Final Fantasy XIV: A Realm Reborn isn’t exactly a straight one-way affair from Japanese to English like the usual video game translations. Can you elaborate on how this works?
MCKF: Oh, yes, localization is definitely not a one-way affair on this project. Actually it hasn’t been back since the beginning of the project and before then into Final Fantasy XI. The localization team has always worked closely with the online teams to provide a little bit more than what the Japanese developers can provide, because when you come down to it, both Final Fantasy XI and Final Fantasy XIV are massively multiplayer online games that are played on servers with players from around the world. They want to give it a more global feel… something that’s not strictly Japanese… something that has a feel of being international since there’s no borders in this game.
One of the things that they do is instead of making things solely Japanese and then ask us to translate those, they’ll talk with the localization team and collaborate with us to get more western ideas in the game itself. This comes down to things like monster names, monster attacks, place names, item names… these are all conceived by myself and the other members of the English team and we work directly with the world lore planners to come up with these, and then help them translate them back into Japanese.