Quote Originally Posted by Rulakir View Post
https://na.finalfantasyxiv.com/blog/003334.html



There was a translation inconsistencies thread active for a while that had numerous examples of where EN has left out information the other language versions had often to the detriment of fully understanding the characters/story.
I don't think I was fully clear in my original post. This isn't a case where a product is fully released in Japanese and then left to Ted Woolsey to figure out later for an English release. The writers from all the languages work together on the product before its released and localizations are checked. You act as though the EN writers are deliberately obfuscating parts of the story in order to spite the players and they're sneaking it in without anyone knowing and perverting the "original Japanese holy text". Considering Koji himself created a lot of the lore for the game for all languages since 1.0, it's a lot more interconnected than "Japanese writer makes the game and everyone else copies it".

Quote Originally Posted by Koji Fox (EN)
For most of my time here at Square Enix, I have been blessed with the opportunity to work with development teams that trusted my judgement when it came to localization calls. This added freedom makes my job a lot easier, and will sometimes result in slight deviations from the original Japanese for the purpose of maintaining a natural feel in the English.

While this will affect “grammatical authenticity” (as I will often tweak grammar, word choice, word order), we will do our best to maintain the text’s intended message, as well as the overall feeling the writer wishes to invoke—something that we can achieve due to our proximity to the writers.

Having a seat literally next to the person who wrote the quest means I can turn to him/her and confirm what they want their readers to get out of a line. This is especially important considering how vague and context-heavy the Japanese language can be (there is no plural, no articles, both the subject and the object of a sentence can be omitted, gender pronouns exist but are rarely used, etc.). Having the writer within arm’s reach means that context can be clarified without having to guess at things (something that can happen a lot when translating blind).
Quote Originally Posted by Kate (EN)
We translators are very fortunate to have an ongoing dialogue with the devs regarding the lore, UI, cutscenes, and more. This allows us to spot potential localization pitfalls, but also helps us have a more sound understanding of what we’re translating, and allows the dev team to ask us questions in turn.
Quote Originally Posted by David (DE)
The English team is actively involved in naming of skills and location names, etc. and the wider localization team is invited to provide ideas and concepts for new creatures from their various cultures. Then there are situations where we do culture checks and flag potential issues in the story to avoid misunderstandings or to cater to contemporary cultural developments.
Quote Originally Posted by Kate (EN)
We’re not put in the position of delivering work that we know is going to disappoint English speakers, because if there is anything that really will not translate well, we can always consult with the devs about changing it in one or all languages.
Quote Originally Posted by David (DE)
For specific content like raids, we sometimes work closely with the other languages to make sure that our translations don’t differ too much. Most people are probably defaulting to English when teaming up, so German tends to look closely at the English terms when it comes to specific mechanics that are key to win.
While the meaning will be mostly the same in all three languages, the way the meaning is conveyed might largely differ as Japanese is not a language that you can always transport 1:1 into a Latin language. Furthermore, we try to work very creatively with the language and sometimes that means diverging from the source text to highlight a certain aspect of a characterization or story element better for our target audience.