I do wonder if this extends as a two-way street, i.e. are they called upon to e.g. gather/interpret feedback from the forum (or similar sources) as well, in turn affecting what messages pass back to the writers/developers.The localisation team has some input as to what, exactly, is to be done with the game's story and characters within it:
Kate (Lore, English):
Loving a character definitely makes them more fun to translate! And like everyone else, I adore Emet-Selch. I only did a bit of his dialogue in the 5.0 main scenario, but I was fortunate enough to translate the short story “Ere Our Curtain Falls,” and he really is a delight.
I also like characters that are a little bit ridiculous, which puts Giott up near the top of my list. Gyoshin and Seigetsu the Enlightened from the Namazu crafting quests are personal favorites too, though if I’ve done my job right, they’re more than a “little bit” ridiculous.
So it does appear that certain traits may be at risk of being played up more in the English version of the game.
Kate (Lore, English):
While I don’t regret asking if we could remove them from the gender binary, as it was about time that we established that precedent somewhere (it’s a surprise tool that will help us later!), seeing the challenges that presented for other languages has really been eye-opening. I am extremely thankful that our localization colleagues and the event team (members in charge of world lore creation and story) were willing to work with us there.
This reveals that localisation can certainly ask to tweak things in the story and world building process.
Source: https://na.finalfantasy.com/topics/266
Last edited by Lauront; 06-10-2022 at 04:45 AM.
When the game's story becomes self-aware:
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