I need a citation for them programming in gender as a binary flag in this game because honestly, that's a ridiculous and resource-intensive way to go about it vs just defining a variable and calling that.
I need a citation for them programming in gender as a binary flag in this game because honestly, that's a ridiculous and resource-intensive way to go about it vs just defining a variable and calling that.
Google 'what's a hrothgar', check the first result which should be on reddit. You will see a huge thread that shows the code. Where male and female flags exist throughout the entire code for dialogue.
https://i.redd.it/xre7d6dnl7g21.jpg Here is an example of it. As you can see, the code does a check regarding your gender, such as 'le' and 'la'.
Here is another example; https://i.imgur.com/4JgffXR.png
Basically, all of this would need to be rewritten to include this, and there's a lot of it throughout this game.
Last edited by Gwenorai; 07-27-2019 at 04:54 AM.
Ah, French localization. They gender everything. Indeed, it would be a localization challenge and for that, they could keep the same overly complicated gender deal going. Given that it's in French, I'm not going to take that as definitive evidence they program it this way globally. If they do, lol.Google 'what's a hrothgar', check the first result which should be on reddit. You will see a huge thread that shows the code. Where male and female flags exist throughout the entire code for dialogue.
https://i.redd.it/xre7d6dnl7g21.jpg Here is an example of it. As you can see, the code does a check regarding your gender, such as 'le' and 'la'.
Here is another example; https://i.imgur.com/4JgffXR.png
Basically, all of this would need to be rewritten to include this, and there's a lot of it throughout this game.
Still doesn't change my suggestion. Even some French people are nonbinary. They might appreciate having some agency other than modifying character appearance in terms of pronouns.
One call to a database vs having the game individually test each case every time.Why would a boolean be resource intensive compared to anything else as an option?
I have no idea what the variable type is, I had just thought it was just an integer but then reading other posts figured.. not really necessary at the time of creating the game to be an integer because why for? So it probably is a boolean now that I think about it more lol.
Obviously at this point it being an integer could help with the request (gender = 5) but then we'd still have structure problems in the sentences and likely different problems in different languages (like some words need more than just the pronoun changed to sound right, for example they in English sometimes sounds a lot better with tweaks to the rest of the sentence and cannot just be plopped in simply).
Could just be one call to check if you're male or female too though (1=yes, 0=no; 1=male, 0=female). A variable of a space of two would certainly be simpler and less resource intensive than a variable larger than a space of two.
Edit: oh I see what you meant, I was already thinking you'd have to test cases no matter what so "how would having anything larger than 2 be possibly better?" (in terms of efficiency) lol. But you were thinking more like if the system didn't work as it did, I think Harmonea did a good job explaining how it probably isn't that way (because of so many ways each language can and does say things).
Also actually how they coded it if Harmonea's example is real like (structure wise) then the amount of work to add more genders is so much more than I had thought which was already quite a bit (because the structure doesn't really promote for an easy change). If I paid more attention to those French leaks that'd help here hahah, but I didn't because I was like "I can't read french anyways, important detail is Hrothgar - yeet!" lol.
Last edited by Shougun; 07-27-2019 at 05:44 AM.
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