Localising Games Print

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Reaching other languages.

WHAT MUST BE EXTRACTED

Every string shown to players.

WHAT TO NEVER DO

Hard-code text, or build sentences by joining fragments.

WHY THAT SECOND POINT

Word order differs between languages, producing nonsense.

WHAT TO USE

Complete messages with placeholders.

WHAT ELSE REQUIRES HANDLING

Plural forms, which vary by language Gendered forms Number, date and currency formats Text direction

WHAT LAYOUT MUST ACCOMMODATE

Text expanding substantially in translation.

WHAT BREAKS

Fixed-width buttons Single-line labels Tight interface spacing

WHAT AUDIO LOCALISATION COSTS

Substantially more than text, and is rarely justified for small games.

WHAT SUBTITLES PROVIDE INSTEAD

Accessibility to other languages at low cost.

WHAT CULTURAL ADAPTATION INVOLVES

Content that may be inappropriate or meaningless elsewhere Platform requirements differing by region Rating requirements

WHAT TO PLAN

Localisation from the start, even if only English ships first.

WHY

Retrofitting is far more expensive than designing for it.

WHAT TO TEST

Every screen with the longest translations available.


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