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  1. #11
    Player
    Saccharin's Avatar
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    Character
    Blue Kitty
    World
    Moogle
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    Conjurer Lv 84
    Quote Originally Posted by Walfan View Post
    I heard the english translation added lots of extra fluff and actually even altered some personnalities, how true is that statement ?
    You should think of it more as a localisation than a translation.

    Something's like jokes for instance that might be funny in Japanese don't translate well into other languages. Take the endings of spells for ranks in Japanese, they work logically in Japanese text but don't in English so SE (NA) game them numbers, to some controversy. If you also look at some fate names in the English client you can see references from English pop culture.
    (1)

  2. #12
    Player
    Aeyis's Avatar
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    May 2011
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    1,378
    Character
    Elinchayilani N'jala
    World
    Zodiark
    Main Class
    Paladin Lv 70
    Quote Originally Posted by Saccharin View Post
    You should think of it more as a localisation than a translation.

    Something's like jokes for instance that might be funny in Japanese don't translate well into other languages. Take the endings of spells for ranks in Japanese, they work logically in Japanese text but don't in English so SE (NA) game them numbers, to some controversy. If you also look at some fate names in the English client you can see references from English pop culture.
    American english (popculture) or england english? Or european english? Or one of the few others?
    Why should I be able to ''get'' a joke just because I can read the language its written in? Or likewise, be unable to understand it because its origin is a different language.
    That's why I feel ''localization'' is a bad thing imo. Display language =/ as culture.
    If anything only having one set of cultural references (regardless of origin, even if its just a made up culture) is always the best choice, if you ask me.


    Especially in fantasy games, where most of your culture will be made up to begin with. How do you localise made up cultural references? How do you localise made up characters and their personalities?


    As far as references to rl things go. Why not leave the original ones there?
    Mind you, I'm getting tired of seeing random references to rl things in a fantasy game.
    (1)
    Last edited by Aeyis; 06-09-2015 at 10:43 AM.

  3. #13
    Player
    Averax's Avatar
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    Mar 2015
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    Character
    Ven Black
    World
    Coeurl
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    Black Mage Lv 100
    Quote Originally Posted by Vespar View Post
    I recall on reddit somewhere that someone had translated the Japanese text during the encounter with Midgardsormr, and compared it to the English text we received. It was VASTLY different. The english translation appeared heavily edited with much less dialogue that the Japanese text seemed to suggest.
    By comparison, I assume that the French translation was much the same. This was likely done to save time and money on voice acting and localization.

    Edit: Found the reddit post
    http://www.reddit.com/r/ffxiv/commen...ersus_english/
    Midgardsormr was purposefully made more menacing and vague in the English version. In the Japanese version he's much more friendly and up front.

    Edit: While we're talking about translation and localization. Why are the blm/whm spells different in the english version.

    In Japanese they use the traditional FF names. For example: "Blizzard, Blizzara, Blizzaga". However, here they use initial spell name and add numbers to it.
    (2)
    Last edited by Averax; 06-09-2015 at 11:39 AM.

  4. #14
    Player
    Spellbinder's Avatar
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    Mar 2011
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    588
    Character
    Chenn Maboroshi
    World
    Tiamat
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by Averax View Post
    Why are the blm/whm spells different in the english version.
    Here you go.

    Warning: Very lengthy detailed post.

    Hello all,

    A fire is burning hot, so I've put aside the Phase 4/2.0 work to attempt and quell the flames. Hopefully this doesn't end up making the fire bigger. It has been several weeks since I've seen my newborn awake. The long nights and weekends are beginning to take their toll on both my body and sanity. But, I want to make sure that you guys are informed. I don't want to pull the good 'ol "we'll ignore them and they'll go away" tactic, because as a player myself, I absolutely hate it when devs do that. It's a copout (though, as a dev, I can kind of understand why they do it...being called "an ignorant [insert colorful explicative here]-tard" by a nameless shadow in front of the entire world wreaks havoc on the soul).

    So, on to the meat that goes with the potatoes:

    First off, the decision to go with the numerical naming conventions for spells was NOT because we think American gamers are irreparably dimwitted or somehow less skilled than their Japanese counterparts. There was a time when an 'easy' version of a certain FINAL FANTASY was released because it was believed the American market couldn't handle the JRPG difficulty level. That age is long behind us. There is no hidden agenda to rub mud in the face western players in general. The LOC team is made up almost completely of westerners, and if anyone tried to do that here at SQEX, we would be the first in their faces.

    If the decision the EN team made on this particular issue has led some players to believe they are being slighted, then for that I apologize. That was never our intention.

    This also wasn't an attempt to cater the game specifically to WoW players, Rift players, Star Wars players, Mabinogi playaz, etc. Our fearless producer has stated in the past that we are not targeting a single player base. We are targeting everyone. We want FINAL FANTASY XIV to be enjoyed by as many people as possible.

    The decision to go with the I, II, III system was merely an attempt by the EN team to make the naming system a bit more intuitive so that it might better achieve that goal.

    I don't need to tell you that MMORPGs are different from turn-based RPGs in that in the heat of battle, split-second decisions need to be made. There's no time to stop and think. No pause. Anything that is going to give you an advantage, no matter how slight, will be a benefit in the long run. That's not to say, however, a game should be dumbed down because of that.

    And here's where logic takes us: There is a big difference between challenging and difficult; or more specifically "challenging but intuitive" and "difficult because it's not as intuitive as it could be."

    The choice by the LOC team to go with I, II, III, IV instead of -, -ra, -ga, -ja was an attempt (whether the best one or not is still up for debate) to have a naming system that leaned towards the latter.

    After looking at both options:

    Cure          Cure
    Cure II         Cura
    Cure III        Curaga
    Cure IV        Curaja

    we felt that having a base name, and then a number offset from that name (with a space) made it quicker and easier to discern the original spell, as well as its level

    So then, how is I, II, II, IV more intuitive than the Japanese system of suffixes? Well, it’s not a matter of which is better, but which is better for each language.

    As you've all probably come to realize, the current spell naming system is based not on effect, but on the order in which you learn the spells. You learn Cure first, then Cure II, then Cure III, then Cure IV. The Japanese uses the traditional FINAL FANTASY method of adding a one-syllable suffix, but in the end, the rule is the same: you learn the base first ケアル (Kearu -> Cure), and then ケアルラ (Kearura -> Cura), ケアルガ (Kearuga -> Curaga), ケアルジャ (Kearuja -> Curaja)、and so on.

    (I) -> no suffix
    II -> ラ (ra)
    III -> ガ (ga)
    IV -> ジャ (ja)

    Fun Fact: Since the old days of FF, French has used a system that takes the base spell name and adds an adjectival descriptor. For example, the second level of fire (Feu) is not "Feura", but " Extra Feu." The third level is not "Feuga" but "Mega Feu". This is actually very intuitive in that it describes the level of potency, whereas the Japanese suffixes are simply sounds that have no meaning.

    The hitch that the EN team noticed when first translating these was in that beyond "the order learned," there was no consistency across spells when looking at the suffix versus the effect.

    Take for example Cure and Blizzard.

    Cure and Cure II both heal single targets, whereas Cure III is an AoE spell.
    On the other hand, while Blizzard is a single target spell, it is Blizzard II, not Blizzard III that has the AoE effect. Not to mention, none of the Thunder spells (I, II, or III) have AoE effects at all.

    Instead of having a system where 'ga' suffix is always going to mean AoE, it just means "learned third in order."

    We also noticed that with the thaumaturge action system, casting Blizzard or Fire stacks what is called 'umbral ice' or 'umbral fire'.

    Casting Fire I grants 1 umbral fire
    Casting Fire II grants 2 umbral fires
    Casting Fire III grants 3 umbral fires

    Seeing this, we agreed that I, II, III corresponding to 1, 2, 3 was, in a way, slightly more intuitive than -, -ra, -ga corresponding to 1, 2, 3.

    But that wasn't all. Things got even trickier with materia.

    The naming system for materia in FFXIV is similar to that of spells in that the JP uses suffixes to denote the materia's level.The problem here is, wedged in-between 'ra' and 'ga' (which would be II and III in EN spells), they have an extra level--'da' so that the progression goes like this:

    Materia (I)
    Materira (II)
    Materida (III)
    Materiga (IV)
    Materija (V)

    So players will have to remember that 'ga' (in the case of materia, and only materia) is level IV, not level III like all the spells. In EN, level 3 is III, level 4 is IV. That number also corresponds to the numerical grade of carbonized matter that is required to meld materia. Grade 3 carbonized matter is is used on level III materia, and so on.

    That's not to say that the Japanese method is completely unintuitive. It works well in Japanese for a number of reasons that in some ways are very language-specific. For example, the Japanese written language is set up so that the width of every single character, whether it be hiragana, katakana, or kanji, is the same exact width. This means that a 4-character word is going to be the same length as every other 4-character Japanese word in existence.

    ケアル (Cure)
    ケアルラ (Cura)
    ケアルガ (Curaga)
    ケアルダ (Curada)

    ブリザド (Blizzard)
    ブリザラ (Blizzara)
    ブリザガ (Blizzaga)
    ブリザダ (Blizzada)

    サンダー (Thunder)
    サンダラ (Thundara)
    サンダガ (Thundaga)
    サンダダ (Thundada)

    As you can see, the JP lines up perfectly, making it very simple for that added single-character suffix to be set apart from the original word. I understand that while the EN also does follow this pattern, it is not as precise as the JP is, due to the fact we use proportional fonts.

    Again, this is not the only reason, but even with a Schrodinger's box filled with reasons, I'm sure that over hours and hours of play, everyone would sooner or later remember all the combinations. However, the way we saw it was, why try to make everyone bear that burden for the sole purpose of bearing it? If there was a simpler way to make everything line up, why not introduce that?

    I understand completely that there is also that factor of legacy terminology, and this is why I was on the fence for so long on this issue. Other than FFXI, most of the old FFs use the JP suffixes, so they have that nostalgia factor. It is what they have always been. It would be like changing Phoenix Down to the 'proper' translation 'Phoenix Tail Feather' ('feather didn't fit in the UI back in the day, so they had to make it down, and that stuck). Nobody would get away with that, no matter how good their intentions. In this case, however, we felt that with the current way the spells are set up by the battle team (LOC has no say over the effects of individual spells, only the EN, FR, and DE names) that a little deviation might help bring some rhyme to the battle team's reason. It was a gamble, and the decision was made to pull the trigger. In 1.0, the JP followed the EN and used I, II, III. In 2.0, the JP decided to go back to the suffixes, EN decided to remain the same.

    In conclusion, I'd like to say that we'll continue to monitor this thread, and see where it takes us. However, I would like to ask you (as always) to keep it civil. As a fan myself, I know how easy it is to get derailed when passionate about an issue. Passion is great and more than welcome here. Rancor is bad. Leave the rancor to the Tonberries. (OMG! Tonberries confirmed!)
    (5)

  5. #15
    Player
    Aeyis's Avatar
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    1,378
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    Elinchayilani N'jala
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    Zodiark
    Main Class
    Paladin Lv 70
    Quote Originally Posted by Spellbinder View Post
    Here you go.
    It doesnt really explain why they decided to change the names tho. As originally in ffxiv they did have the usual names.
    I get the impression they changed it simply because they wanted to to ''mark'' their localization work.
    (1)

  6. #16
    Player
    Averax's Avatar
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    Ven Black
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    Coeurl
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    Black Mage Lv 100
    Quote Originally Posted by Spellbinder View Post
    Here you go.

    Warning: Very lengthy detailed post.
    From what i gather it's because their suffix system is meaningless to us, and that they didn't want us confusing the effects of spells.... or something.

    Meanwhile (and i know the teams are different) Kingdom Hearts 358/2 days had, for example, "Cure, Cura, Curaga" and all 3 had different effects.

    It just feels off for a FF game to use numbers for spells. Through my THM leveling process i was like "okay, haha but where's fira and firaga"
    (1)

  7. #17
    Player
    Spellbinder's Avatar
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    588
    Character
    Chenn Maboroshi
    World
    Tiamat
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by Aeyis View Post
    It doesnt really explain why they decided to change the names tho. As originally in ffxiv they did have the usual names.
    I get the impression they changed it simply because they wanted to to ''mark'' their localization work.
    Example please?

    Quote Originally Posted by Averax View Post
    From what i gather it's because their suffix system is meaningless to us, and that they didn't want us confusing the effects of spells.... or something.

    Meanwhile (and i know the teams are different) Kingdom Hearts 358/2 days had, for example, "Cure, Cura, Curaga" and all 3 had different effects.

    It just feels off for a FF game to use numbers for spells. Through my THM leveling process i was like "okay, haha but where's fira and firaga"
    As outlined in the post, one would expect a certain suffix to have a certain effect. For example, spells denoted by -ja having X effect. However, that's not the case in FFXIV. The suffix only tells you in what order it was learned.

    The same with materia. The suffix only tells you its ranking. However, the ranking wasn't even unified between materia and spells. There's also another set of items that uses these suffixes, but it alludes me at the moment.

    But the main point of the explanation was, because the suffix being used for spells, materia, etc. is only telling you the order or ranking, they decided to use unified numbering across the board for everything rather than letters that aren't unified across the board.
    (2)
    Last edited by Spellbinder; 06-09-2015 at 12:20 PM.

  8. #18
    Player
    Takfloyd's Avatar
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    Takstein Floyd
    World
    Cerberus
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    Arcanist Lv 90
    While I enjoy the localization for the most part and particularly the quality of the writing, some changes in the English translation are really contentious and make absolutely no sense.

    For example, one pivotal character was changed from female to male in English, without changing the model, leading to a bunch of nonsensical mumbo jumbo being inserted to explain this obvious discrepancy. This was probably due to a misconception ny the translation team because Japanese doesn't always use gender pronouns, but they should have solved it in a better way. Even something as simple as "she was hiding her gender".
    (0)

  9. #19
    Player
    Illya's Avatar
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    Illyasviel Einzbern
    World
    Ultros
    Main Class
    Marauder Lv 80
    (1)

  10. #20
    Player
    Sylkis's Avatar
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    Gridania
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    613
    Character
    Sylkis Tea
    World
    Sophia
    Main Class
    Scholar Lv 90
    Fernehalwe's reponse in regards to Midgardsomr and dragonspeak:

    Quote Originally Posted by Fernehalwes View Post
    Greetings!

    I hope you are all enjoying Before the Fall. Wait... Why are you here reading this post and not enjoying Before the Fall!?

    Okay, you’re forgiven. Now on to the post!

    Soon after the release of 2.5 there were some players who noticed differences in the length of dragon lines between the EN and JP versions, so I wanted to use this opportunity to talk a little about Eorzea’s dragons, their language, and how the ancient race has been characterized by the EN Localization team.

    *Extremely minor spoilers ahead*

    As I mentioned in the past, far back before even the original release of 1.0, I was tasked with creating an original language for the dragons of Dravania. The background information I received at that time was that the dragons had lived for several millennia and were highly intelligent, so I set about putting together set of rules that would fit naturally those criteria.

    Firstly, I felt that the language would be fairly economical. Thousands of years of refining would render long words short, would eliminate most of the more complex consonants and compound vowels, and would see the complete disappearance of words with little meaning, or meanings that could be represented by similar terms (goodbye thesauruses!).

    Secondly, as these dragons had lived together for so long and only spoke this language amongst one another, they would have the uncanny ability to anticipate what a speaker was going to say based not only on context, but on a kind of linguistic premonition. Think of it as how after fifty years of marriage, a wife can complete her husband’s sentences for him. The five-decade stockpile of conversations to draw upon has given her a sixth sense, if you will. Now multiply this sense by fifty or a hundred or even more, and you have the dragons. This ability to understand what is going to be said before it is even said, I believed, would affect their language in a way that saw single words taking on multiple meanings. For example, a word like ‘flesh’ could end up being used for ‘blood,’ ‘body,’ ‘corporeal,’ ‘concrete,’ or ‘intercourse’ (the border between nouns, adjectives, verbs, etc being blurred by ages of use). The dragons would know which word was intended based on context, position within a sentence, minute variations in inflection or vowel length, as well as the aforementioned knowledge of past conversations with the speaker.

    So, it is safe to say that while a non-dragon may endeavor to study the dragon language, it would be nearly impossible in their short (compared to a dragon) lifespan to even begin to fully grasp the intricacies of it. And, because of this, the only way a non-dragon would be able to understand a dragon is if the dragon chose to speak in the non-dragon’s language, or the non-dragon was blessed with the power of the Echo.

    When the Echo “translates” for someone, it is a joint effort between the listener’s mind and Hydaelyn’s gift. The gift is providing the knowledge, while the listener’s mind is using its previously compiled linguistic background to compile the data into something more familiar.

    On the other hand, when a dragon speaks in a non-dragon language, it is the dragon himself who is doing the translation, and therefore it is only natural to assume that the resulting target language (in our case Eorzean/English) may somewhat resemble the structure of the dragon’s native tongue—short and concise, but chock-full of meaty ambiguous content.

    The dragon’s knowledge of the target language also comes into play here. A being that has lived several ages in Eorzea will most likely have picked up its Eorzean long ago. Couple that with the fact that the being may not have had much in the way of communication with Eorzeans since then, making it difficult for him to pick up on more modern speech patterns. We felt that to reflect this (and the fact that they are simply very, very old beings), it would be better to give the dragons a slightly more archaic speech pattern, hence the ‘thee’s and ‘thou’s.

    So finally we get to 2.5. In this patch are scenes in which a certain dragon speaks directly with the player. Here, the dragon has chosen to use the tongue of the player rather than his own language. When the EN Localization team received the relatively wordy Japanese lines for this scene, we felt that it would fit the character and his native language better if we localized it in a manner that seemed a natural fit with the dragon language I had created—that being something that was far more compact, but still contained the main core that was in the Japanese. And thus emerged the difference in the length of lines—EN being somewhat shorter than the JP. So fear not, for the content (while slightly jumbled up to accommodate the differences in grammatical flow between Japanese and English) is, for the most part, similar between versions, and Japanese users are not somehow privy to secrets lost to the winds of translation.

    That’s all for today, as I have to get back to Gold Saucer translation. Thank you for making it this far, though. The post ended up being quite longer than I first intended. A dragon could’ve said as much in far less, I suppose... And for those of you crazy lore-fiends who found the post lacking, as we get closer to 3.0 (or maybe right after the launch of 3.0, depending on whether or not I’m given the green light by Yoshi-P), I hope to reveal more info on the dragon language, but until then...

    [S][h]ess fta[h]r a[h]!

    (Please look forward to it!)
    (3)

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