Latest / The Game Business Show / Is Xbox making the right decisions? Plus, how AI is (and isn’t) transforming game localization
Transcript
- 0:00SPEAKER_02: This week we go deeper on the latest changes at Xbox.
- 0:03SPEAKER_02: I report back from Tokyo Game Show and we dive into the world of video game localization.
- 0:11SPEAKER_02: Hello and welcome to The Game Business Show.
- 0:14SPEAKER_02: This week's edition is sponsored by Unreal Engine.
- 0:17SPEAKER_02: Now, Unreal Fest Chicago took place back in June and if you were too busy making
- 0:21SPEAKER_02: the next Smash 8 video game to attend, well,
- 0:24SPEAKER_02: it's not too late for your team to benefit from the abundance
- 0:27SPEAKER_02: of free technical content that was featured there.
- 0:29SPEAKER_02: There are well over 60 sessions available now on
- 0:32SPEAKER_02: the Unreal Engine YouTube playlist ready to watch on demand
- 0:35SPEAKER_02: with more arriving every day.
- 0:37SPEAKER_02: Delivered by both Epic's own developers and your peers in
- 0:41SPEAKER_02: the industry including Halo Studios, Unknown Worlds and Riot Games.
- 0:44SPEAKER_02: These sessions cover everything from world building and characters to optimization
- 0:48SPEAKER_02: and profiling and more.
- 0:50SPEAKER_02: Plus you can take a good look at what's just arrived in UE 5.8 and see what's next
- 0:55SPEAKER_02: for Unreal Engine.
- 0:56SPEAKER_02: You can check out the Unreal Engine YouTube channel or go and click on the link in
- 0:59SPEAKER_02: the newsletter attached with this very show.
- 1:02SPEAKER_02: Speaking of show.
- 1:04SPEAKER_02: Let's begin.
- 1:05SPEAKER_02: So I'm just back from Tokyo Game Show.
- 1:07SPEAKER_02: I'm fully branded.
- 1:07SPEAKER_02: I don't know if you can see with the Nintendo Museum.
- 1:11SPEAKER_02: It was fascinating.
- 1:12SPEAKER_02: But before I give some thoughts on Tokyo and Japan,
- 1:14SPEAKER_02: I think we best dive into the big story of the week.
- 1:17SPEAKER_02: And that big story is,
- 1:19SPEAKER_02: of course,
- 1:19SPEAKER_02: Xbox merging some studios and making further cuts as part of its reorganization,
- 1:24SPEAKER_02: or rather reset.
- 1:26SPEAKER_02: That it announced in July.
- 1:28SPEAKER_02: Now this week it has done several things.
- 1:30SPEAKER_02: It has cut back the Halo Studios team significantly to just
- 1:33SPEAKER_02: a core group supporting existing Halo titles that are in the market already.
- 1:37SPEAKER_02: It has now handed the Halo IP to Activision which will be building
- 1:41SPEAKER_02: a new purpose-built team to work on future Halo projects.
- 1:45SPEAKER_02: It's announced that it's failed to find a buyer for Ninja Theory
- 1:47SPEAKER_02: after two deals fell through and
- 1:49SPEAKER_02: the studio now faces closure barring any last minute saviors.
- 1:53SPEAKER_02: Undead Labs' buyer fell through too and the studio is now going independent with
- 1:57SPEAKER_02: an unnamed publisher taking over State of Decay 3.
- 2:00SPEAKER_02: As a result of the independence, Undead Labs is now making cuts to the team.
- 2:05SPEAKER_02: UK developer Rare, by the team behind Sea of Thieves, is now part of Activision 2.
- 2:09SPEAKER_02: There are a handful of cuts at that studio.
- 2:11SPEAKER_02: Age of Empires production House World's Edge is also reporting to Activision.
- 2:14SPEAKER_02: There are numerous cuts at that studio too.
- 2:17SPEAKER_02: Grounded developer Obsidian will now report to Bethesda.
- 2:20SPEAKER_02: It was already making a new Fallout game for the publisher.
- 2:23SPEAKER_02: Turn 10,
- 2:23SPEAKER_02: which used to make Forza Motorsport and is now largely just managing
- 2:26SPEAKER_02: the Forza tech engine,
- 2:27SPEAKER_02: is merging with Playground Games,
- 2:29SPEAKER_02: the studio that uses the engine for its Forza Horizon and Fable games.
- 2:33SPEAKER_02: In total,
- 2:33SPEAKER_02: there were 206 job cuts that are happening as a result of all this,
- 2:36SPEAKER_02: including a number of losses from the Xbox Game Studios Central and leadership team.
- 2:40SPEAKER_02: Xbox says it is two-thirds of the way through its planned cuts.
- 2:44SPEAKER_02: It's quite significant news.
- 2:46SPEAKER_02: And to kick off today's show,
- 2:47SPEAKER_02: I'm going to provide some insight,
- 2:48SPEAKER_02: explanation and maybe some insider information on what this is all about,
- 2:51SPEAKER_02: plus opinion, of course.
- 2:53SPEAKER_02: But let's sort of recap how we got here.
- 2:56SPEAKER_02: Earlier this year, Xbox leader Phil Spencer stepped down from his role.
- 2:59SPEAKER_02: He was replaced by a newbie to the video game world in Asha Sharma.
- 3:03SPEAKER_02: Now, Sharma made some immediate changes, some of them minor, like changing the Xbox branding.
- 3:07SPEAKER_02: And some of them more significant,
- 3:09SPEAKER_02: like reducing the price of Game Pass and hiring a new leadership team,
- 3:12SPEAKER_02: including Chief Strategy Officer Matthew Ball and COO Helen Chang.
- 3:17SPEAKER_02: She has inherited a business that is in poor shape.
- 3:21SPEAKER_02: Xbox has spent a lot of money buying a lot of studios in an effort
- 3:25SPEAKER_02: to bolster its games portfolio,
- 3:27SPEAKER_02: primarily to accelerate its Game Pass subscription business.
- 3:31SPEAKER_02: It hasn't worked for numerous reasons.
- 3:33SPEAKER_02: Game Pass hasn't grown to the expected level.
- 3:36SPEAKER_02: The games themselves haven't connected.
- 3:38SPEAKER_02: Xbox console sales have fallen and the business is facing some serious challenges.
- 3:44SPEAKER_02: In particular, the margin on the Xbox business is poor and growth is non-existent.
- 3:49SPEAKER_02: That needs to change.
- 3:51SPEAKER_02: The company has come up with a plan that focuses on big bets and core franchises
- 3:55SPEAKER_02: and not smaller indie-like games.
- 3:57SPEAKER_02: It wants to push the platform harder and is making certain titles exclusive to
- 4:01SPEAKER_02: the console to try and boost console sales and engagement.
- 4:05SPEAKER_02: This new strategy requires the company to invest in certain areas and it is investing.
- 4:11SPEAKER_02: It's just signed a big game from Hideo Kojima,
- 4:13SPEAKER_02: for example,
- 4:13SPEAKER_02: with a budget reportedly around $400 million and it's investing in a new Halo team
- 4:18SPEAKER_02: as well.
- 4:19SPEAKER_02: But it also requires cutting things it doesn't need that isn't working
- 4:23SPEAKER_02: and streamlining operations.
- 4:25SPEAKER_02: Those cuts include divesting of certain studios.
- 4:27SPEAKER_02: The studios Double Fine,
- 4:29SPEAKER_02: which is known for Cyclinauts and Keeper,
- 4:31SPEAKER_02: and Compulsion,
- 4:31SPEAKER_02: which is known for South of Midnight, have been returned to independence.
- 4:35SPEAKER_02: Now both studios face an uncertain time right now,
- 4:37SPEAKER_02: but they've been able to retain their IP,
- 4:39SPEAKER_02: which gives them a fighting chance in a challenging industry.
- 4:43SPEAKER_02: Xbox had planned to sell state of decay developer undead labs
- 4:46SPEAKER_02: and hellblade studio ninja theory in july they said they had buyers for both studios
- 4:50SPEAKER_02: but deals have fallen through at one point undead labs was being acquired
- 4:55SPEAKER_02: by splash damage that's the uk studio that xbox fans might know as the team
- 4:59SPEAKER_02: behind gears tactics it used to be owned by tencent splash damage is now backed
- 5:03SPEAKER_02: by emona capital emona capital Was providing the money for this,
- 5:07SPEAKER_02: Emona also funds Secret Mode,
- 5:08SPEAKER_02: which is the publisher behind Star Wars Galactic Racer,
- 5:11SPEAKER_02: and Relic, the strategy studio behind, you know, Company Heroes.
- 5:14SPEAKER_02: You've probably heard of them.
- 5:15SPEAKER_02: For whatever reason, though, that deal has fallen through.
- 5:18SPEAKER_02: I've heard there are other deals being discussed.
- 5:20SPEAKER_02: I don't know anything about those.
- 5:22SPEAKER_02: Somebody mentioned Korea at one point.
- 5:23SPEAKER_02: But regardless, I know about that one.
- 5:25SPEAKER_02: Now Ninja Theory had two interested parties according to Xbox.
- 5:29SPEAKER_02: I have heard names and who they might be but have been unable to verify them
- 5:32SPEAKER_02: so I won't mention them here.
- 5:34SPEAKER_02: Both of those deals collapsed.
- 5:36SPEAKER_02: I know two investors that kicked the tires on Ninja Theory so just sort of investigate.
- 5:41SPEAKER_02: And they both told me the cost of the team was very high,
- 5:45SPEAKER_02: which was ultimately what deterred them from going further.
- 5:48SPEAKER_02: And it's a shame.
- 5:49SPEAKER_02: One of my friends at Xbox Game Studios told me that Senua,
- 5:52SPEAKER_02: which is the next game that Ninja Theory is making,
- 5:54SPEAKER_02: is shaping up very well and is a significant improvement
- 5:57SPEAKER_02: over last year's Hellblade 2.
- 5:59SPEAKER_02: And UK law means that the studio isn't being closed today,
- 6:03SPEAKER_02: but staff are being put on consultation,
- 6:04SPEAKER_02: which gives Xbox around six weeks to try and secure a buyer before closing
- 6:08SPEAKER_02: the Cambridge-based company.
- 6:11SPEAKER_02: It feels unlikely at this stage, but you never know, we have had last-minute saviors before.
- 6:16SPEAKER_02: The fifth studio Xbox is divesting from is Arcane Lyon, which is working on a Blade game.
- 6:20SPEAKER_02: And the consultation that studio extends to the end of the year.
- 6:23SPEAKER_02: French law is very different to most markets.
- 6:27SPEAKER_02: And Xbox will hope it can secure a new home for the team before then.
- 6:31SPEAKER_02: Now, over at Rare,
- 6:33SPEAKER_02: there have been some cuts to the firm's operational teams, HR and places like that.
- 6:38SPEAKER_02: But not the development team specifically.
- 6:39SPEAKER_02: The studio's main title is Sea of Thieves,
- 6:41SPEAKER_02: which is one of my favourite games,
- 6:43SPEAKER_02: which has been a big success, but it has been declining over the last few years.
- 6:47SPEAKER_02: Last year it had its Everwild project cancelled.
- 6:49SPEAKER_02: That led to some redundancies at Rare,
- 6:51SPEAKER_02: but the company was able to mitigate that a little bit by moving staff onto Sea
- 6:55SPEAKER_02: of Thieves and instead cut back on the amount of outsourcing it was doing.
- 6:59SPEAKER_02: Rare is working on other projects.
- 7:01SPEAKER_02: It will be down to Activision to decide whether those projects continue.
- 7:04SPEAKER_02: I hope they do.
- 7:05SPEAKER_02: I've got an entire thesis on Rare, almost an entire other episode where I can make this case.
- 7:10SPEAKER_02: I believe they would be a very successful independent business, assuming they can keep their IP.
- 7:15SPEAKER_02: I think there's a huge opportunity with its legacy,
- 7:17SPEAKER_02: content,
- 7:17SPEAKER_02: they have 40 years worth of games,
- 7:19SPEAKER_02: the vast majority of which are not available on Steam or Nintendo, in fact.
- 7:23SPEAKER_02: You can get more rare games on,
- 7:25SPEAKER_02: oh no, I've got it over there, like a Blaze handheld than you can on most platforms.
- 7:30SPEAKER_02: I'm not sure that that's sort of a big focus on legacy business and porting
- 7:34SPEAKER_02: and remastering fits with what Microsoft wants or needs.
- 7:38SPEAKER_02: Growth.
- 7:38SPEAKER_02: I'm not sure that delivers growth.
- 7:39SPEAKER_02: It delivers a strong foundation of profit or revenue.
- 7:43SPEAKER_02: But I think that can be quite significant for an independent business.
- 7:45SPEAKER_02: I also think as a studio, they offer something different in terms of games they make.
- 7:49SPEAKER_02: CFE is a very family-focused live service experience.
- 7:51SPEAKER_02: I used to do these events at EGX and Comic-Con,
- 7:54SPEAKER_02: and I was always fascinated by watching mums and dads and their kids
- 7:56SPEAKER_02: who play CFE together.
- 7:57SPEAKER_02: I thought it was wonderful.
- 7:58SPEAKER_02: I think it's a unique company.
- 8:00SPEAKER_02: I think they make unique games, and I'm sure there will be investors interested in that.
- 8:03SPEAKER_02: And maybe, hey, maybe Activision is interested in that.
- 8:06SPEAKER_02: We'll have to see.
- 8:08SPEAKER_02: One little observation about Rare, in 2002, Nintendo had a first option to buy Rare.
- 8:14SPEAKER_02: They already owned 49% of the company, and they had the option to buy the remaining 51%.
- 8:18SPEAKER_02: The owners of Rare, Chris and Tim Stamper, wanted to sell their 51%.
- 8:22SPEAKER_02: It declined to do that.
- 8:23SPEAKER_02: Nintendo said they weren't going to do it.
- 8:25SPEAKER_02: So that triggered a bidding war for those people to buy Rare.
- 8:28SPEAKER_02: By the end of that war, two companies remained.
- 8:31SPEAKER_02: Rare had to choose between two offers.
- 8:33SPEAKER_02: One of those companies was, of course, Xbox, which eventually acquired the studio.
- 8:39SPEAKER_02: Activision.
- 8:40SPEAKER_02: Anyway, moving on, World's Edge is also under Activision.
- 8:44SPEAKER_02: It isn't quite like the studio's World's Edge,
- 8:46SPEAKER_02: as it typically partners with other developers to make the games and remasters.
- 8:50SPEAKER_02: Those games are specifically on the Age of Empires and Age of Mythology IPs.
- 8:54SPEAKER_02: It's more a sensential production group, basically.
- 8:56SPEAKER_02: But even so, the team has been severely impacted by cuts as a result of this move.
- 8:59SPEAKER_02: According to reports online, they had a game cancelled.
- 9:03SPEAKER_02: Obsidian is now under Bethesda.
- 9:04SPEAKER_02: It's Loversy Grounded,
- 9:05SPEAKER_02: which is the sort of Honey,
- 9:07SPEAKER_02: I Shont the Kids type game, and is now working on a new Fallout.
- 9:10SPEAKER_02: According to my sources there, people aren't happy.
- 9:13SPEAKER_02: They had their own autonomy.
- 9:15SPEAKER_02: They were able to make the games they wanted to make.
- 9:16SPEAKER_02: They were given plenty of freedom.
- 9:17SPEAKER_02: Now, frankly, they don't have that.
- 9:19SPEAKER_02: They're now part of a different organisation.
- 9:21SPEAKER_02: This wasn't the dream.
- 9:22SPEAKER_02: It wasn't what was pitched.
- 9:23SPEAKER_02: But ultimately,
- 9:26SPEAKER_02: The games it released last year,
- 9:27SPEAKER_02: the release 3, Avowed,
- 9:28SPEAKER_02: The Outer Worlds 2,
- 9:29SPEAKER_02: and Grounded,
- 9:30SPEAKER_02: they were well received,
- 9:31SPEAKER_02: they're decent games,
- 9:32SPEAKER_02: but they just didn't connect for whatever reason,
- 9:34SPEAKER_02: they didn't reach a large enough audience, it's a shame.
- 9:36SPEAKER_02: The studio just hasn't been able to deliver the commercial success that Xbox required.
- 9:40SPEAKER_02: Being able to keep some of the team together,
- 9:42SPEAKER_02: working on a big brand like Fallout,
- 9:44SPEAKER_02: I think,
- 9:45SPEAKER_02: given time, will be seen as a good result, considering what was the other option.
- 9:49SPEAKER_02: It's just hopefully they get to retain what makes Obsidian Obsidian,
- 9:52SPEAKER_02: and I'm sure that, you know, everybody wants that.
- 9:55SPEAKER_02: Now there is industry anger and frustration at Xbox for the decisions that have led
- 9:59SPEAKER_02: to this situation.
- 10:01SPEAKER_02: But few in the business will argue that change hasn't been necessary.
- 10:04SPEAKER_02: And as brutal as these changes are, they do seem, at least in my view, to be the right cause.
- 10:10SPEAKER_02: Xbox is removing studios that, yes, have made great games.
- 10:14SPEAKER_02: They've not been financially successful.
- 10:16SPEAKER_02: In fact, they've lost money.
- 10:17SPEAKER_02: More importantly, they're not making the games that Xbox wants to focus on.
- 10:21SPEAKER_02: Is cutting double fine going to make a material difference to Xbox's bottom line?
- 10:26SPEAKER_02: Not really.
- 10:27SPEAKER_02: But by removing the teams and its games,
- 10:28SPEAKER_02: Xbox can put its energy into other more potentially lucrative areas,
- 10:31SPEAKER_02: areas that it feels is better suited for them.
- 10:34SPEAKER_02: And hopefully these studios can still find their feet in an independent capacity.
- 10:38SPEAKER_02: The biggest news from all this, of course, is around Halo Studios.
- 10:41SPEAKER_02: Halo Studios is now just supporting the Halo games that are already in market.
- 10:45SPEAKER_02: That's games like the Master Chief Collection, for instance, and Halo Infinite.
- 10:49SPEAKER_02: Activision is building a new team to take the series forward.
- 10:52SPEAKER_02: This move is less about cutting costs and more about getting Halo moving again.
- 10:56SPEAKER_02: Ever since Bungie left the franchise in 2010,
- 10:58SPEAKER_02: Halo has never been the same from a business point of view.
- 11:01SPEAKER_02: It was once one of the world's leading shooters.
- 11:03SPEAKER_02: In 2007, Halo 3 was the biggest entertainment launch of all time back then, bigger than GTA.
- 11:09SPEAKER_02: Today, it is a shadow of that.
- 11:11SPEAKER_02: Bungie was succeeded by a new studio called 343 which was later rebranded Halo Studios.
- 11:16SPEAKER_02: It's not had the best success despite some bold attempts.
- 11:20SPEAKER_02: It's also missed deadlines.
- 11:21SPEAKER_02: Halo Infinite was supposed to be a major relaunch for the IP but it arrived
- 11:24SPEAKER_02: a year late and underperformed.
- 11:26SPEAKER_02: There are analysts and competitors in the industry that highlight that as
- 11:29SPEAKER_02: the key moment when they knew this generation for Xbox was lost.
- 11:34SPEAKER_02: Now there are many reasons Halo has waned beyond the product themselves.
- 11:37SPEAKER_02: The genre has moved on and sometimes franchises just fade away over time.
- 11:41SPEAKER_02: There's just nothing you can do about it.
- 11:42SPEAKER_02: Nevertheless, Xbox believes they can rejuvenate it.
- 11:45SPEAKER_02: There is something still in that Halo brand.
- 11:47SPEAKER_02: And Activision is charged with building that team.
- 11:50SPEAKER_02: It actually makes a lot of sense.
- 11:52SPEAKER_02: When Xbox bought Activision,
- 11:53SPEAKER_02: I commented at the time,
- 11:54SPEAKER_02: I argued at the time,
- 11:55SPEAKER_02: that it might make sense to put the Call of Duty publisher in charge of all
- 11:58SPEAKER_02: of Xbox's studios, including the Bethesda studios actually.
- 12:01SPEAKER_02: Look, Activision isn't flawless,
- 12:03SPEAKER_02: it's made plenty of mistakes,
- 12:04SPEAKER_02: but broadly speaking its games are generally good quality,
- 12:07SPEAKER_02: they arrive on time, and often on budget.
- 12:10SPEAKER_02: Putting Halo under the control of the Call of Duty company feels like
- 12:12SPEAKER_02: a sensible move,
- 12:13SPEAKER_02: in fact putting most of these companies under Activision feels like a sensible move.
- 12:17SPEAKER_02: It's no guarantee of success of course,
- 12:19SPEAKER_02: Activision had Bungie's destiny for a while and struggled with that in the end,
- 12:22SPEAKER_02: Call of Duty is having a bit of a low moment right now too,
- 12:24SPEAKER_02: although I hear good things about Modern Warfare 4,
- 12:27SPEAKER_02: but on paper you can see why Activision would be given the keys to Halo.
- 12:32SPEAKER_02: And that's something worth commenting on actually, because on paper this makes sense.
- 12:36SPEAKER_02: But games aren't made on paper,
- 12:38SPEAKER_02: they're made by people,
- 12:39SPEAKER_02: they're made by teams,
- 12:40SPEAKER_02: they're made by studios with distinct voices and visions and cultures.
- 12:43SPEAKER_02: These things take time to cultivate.
- 12:45SPEAKER_02: Building a new team might sound exciting,
- 12:48SPEAKER_02: and it is,
- 12:49SPEAKER_02: but actually there's an argument to be made that an existing group A group
- 12:51SPEAKER_02: who know each other,
- 12:52SPEAKER_02: who have worked together across multiple projects,
- 12:55SPEAKER_02: they might be better placed at taking a crack at rescuing a franchise like Halo,
- 12:59SPEAKER_02: but hey, perhaps Rare might be interested in taking on Halo.
- 13:02SPEAKER_02: It's such a shame that Xbox is letting Arkane Leon go,
- 13:04SPEAKER_02: I'd bet they'd make a really unique Halo game.
- 13:08SPEAKER_02: Now, moving beyond this week's news,
- 13:11SPEAKER_02: there are three studios that remain within the Xbox Game Studios ecosystem.
- 13:15SPEAKER_02: So there's three divisions to Xbox, Bethesda, Activision, Xbox Game Studios.
- 13:19SPEAKER_02: The three studios that's still under XGS,
- 13:23SPEAKER_02: Halo is the studios as well,
- 13:24SPEAKER_02: actually,
- 13:24SPEAKER_02: so maybe it's four,
- 13:25SPEAKER_02: is Gears of War developer The Coalition,
- 13:27SPEAKER_02: Fable and Forza Horizon Studio Playground Games, and Clockwork Revolution Creator.
- 13:31SPEAKER_02: In exile, all three studios have a new game out over the next 12-ish months.
- 13:36SPEAKER_02: It feels like Xbox is keeping things as they are while these companies work on these projects.
- 13:40SPEAKER_02: Let's not distract them.
- 13:42SPEAKER_02: But you'd have to imagine they too will end up reporting into Activision or Bethesda
- 13:46SPEAKER_02: at some point.
- 13:47SPEAKER_02: And thus, the Xbox Game Studios organization will close entirely.
- 13:52SPEAKER_02: Will this save Xbox?
- 13:55SPEAKER_02: In the immediate term, these challenges will largely just help Xbox's margins.
- 13:59SPEAKER_02: So you've got over 3,000 fewer employees combined with hopefully a better year
- 14:03SPEAKER_02: for Call of Duty and a GTA bump on hardware.
- 14:06SPEAKER_02: All of that could really benefit in the near term, hopefully.
- 14:10SPEAKER_02: But Halo going to Activision,
- 14:12SPEAKER_02: the signing of another Kojima game,
- 14:14SPEAKER_02: we're not going to see the results of these for five, six, maybe even seven years.
- 14:19SPEAKER_02: But what this tells me is that this is an Xbox that is in it for the long term.
- 14:23SPEAKER_02: And of course,
- 14:24SPEAKER_02: success will be decided,
- 14:26SPEAKER_02: as it always is in this industry, on the strength of the video games themselves.
- 14:32SPEAKER_02: Right.
- 14:33SPEAKER_02: Before I introduce our interview this week, which is with Keyword Studios.
- 14:36SPEAKER_02: We're talking about localization.
- 14:38SPEAKER_02: I wanted to tell you what I've been doing this week because I've spent
- 14:40SPEAKER_02: the last eight days in Tokyo.
- 14:41SPEAKER_02: It's my first trip to Japan.
- 14:43SPEAKER_02: I was there specifically to attend Tokyo Game Show and to get to know the video game industry.
- 14:48SPEAKER_02: And it was a really fascinating experience.
- 14:50SPEAKER_02: Now, if you watched Here's the Dream this week,
- 14:52SPEAKER_02: which is the little podcast I do on Monday for paying subscribers,
- 14:55SPEAKER_02: if you'd be interested in having a paid subscriber, please do it.
- 14:58SPEAKER_02: It's really important for us to help support us.
- 15:01SPEAKER_02: You all know I had some takeaways from the event,
- 15:03SPEAKER_02: and I'm not going to repeat all of them here,
- 15:05SPEAKER_02: but I wanted to dive into one element that I didn't really talk that much about,
- 15:09SPEAKER_02: which is just how nostalgic the Japanese video game industry is.
- 15:12SPEAKER_02: If you take Tokyo Game Show specifically, It was awash with remakes and reboots.
- 15:17SPEAKER_02: Final Fantasy VII,
- 15:18SPEAKER_02: Revelation led the way, and Crazy Taxi was there, and Mega Man, and Castlevania.
- 15:22SPEAKER_02: Pokemon developer Game Freak was showing a new mobile game,
- 15:25SPEAKER_02: but promoting it by bringing back a fanzine it used to make in the 1980s.
- 15:29SPEAKER_02: For those that don't know, Game Freak started life as a video game fanzine.
- 15:32SPEAKER_02: There's still a thriving games retail scene in Japan.
- 15:34SPEAKER_02: I visited multiple shops while I was there,
- 15:37SPEAKER_02: and they had huge video game sections like they used to be in the UK.
- 15:41SPEAKER_02: Okay, the majority of those sections were just Nintendo stuff,
- 15:43SPEAKER_02: but it's been a long time since I've seen quite so many games
- 15:46SPEAKER_02: and merchandise being sold in physical shops.
- 15:48SPEAKER_02: And of course all those shops have big displays promoting
- 15:51SPEAKER_02: the ultimate nostalgia game that's coming out,
- 15:52SPEAKER_02: The Legend of Zelda Ocarina of Time Remake.
- 15:55SPEAKER_02: There wasn't a GTA 6 in sight.
- 15:57SPEAKER_02: A trip I did for myself, one in Japan, was the Nintendo Museum.
- 16:01SPEAKER_02: I actually might write about that next week because it was fascinating.
- 16:05SPEAKER_02: But that whole concept is nostalgia.
- 16:07SPEAKER_02: It's not really a museum.
- 16:08SPEAKER_02: There's very little information there.
- 16:10SPEAKER_02: There's no audio guide.
- 16:11SPEAKER_02: It's just lots of pretty pictures and displays and reminders of Nintendo's past.
- 16:15SPEAKER_02: It was some fun interactive exhibits as well that also do the same thing.
- 16:19SPEAKER_02: Nostalgia booming games and entertainment is everywhere,
- 16:22SPEAKER_02: but it's apparent to me it's a real driving force in Japan, certainly on console.
- 16:26SPEAKER_02: Now could there be a risk of stagnation?
- 16:28SPEAKER_02: We're seeing an increasing number of Japanese gamers turn to PC titles,
- 16:31SPEAKER_02: that segment of the industry has doubled over the last five years in Japan,
- 16:34SPEAKER_02: and PC games on Steam are typically more experimental,
- 16:37SPEAKER_02: that's where you get a lot more new IPs and indie projects.
- 16:40SPEAKER_02: So is Japan's gamers crying out for some new things
- 16:43SPEAKER_02: which they're not necessarily seeing on console?
- 16:46SPEAKER_02: Yeah, maybe.
- 16:47SPEAKER_02: But there was new stuff at TGS as well.
- 16:49SPEAKER_02: It's not fair to say it was all big brands.
- 16:51SPEAKER_02: Let's say Game Freak was there with two new games.
- 16:52SPEAKER_02: Stranger Than Heaven from Sega was a new IP mostly.
- 16:56SPEAKER_02: Kojima's upcoming two games are all new as well.
- 16:58SPEAKER_02: So there is a smattering of new stuff going on and I'm sure there's more working
- 17:01SPEAKER_02: behind the scenes.
- 17:03SPEAKER_02: But my big takeaway from TGS was just how the industry feels a little bit old,
- 17:07SPEAKER_02: a little bit stuck in the past maybe.
- 17:09SPEAKER_02: And all that might come across as a criticism.
- 17:11SPEAKER_02: As an older gamer myself, I kind of loved it.
- 17:16SPEAKER_02: Right, our big feature segment this week is on video game localization.
- 17:20SPEAKER_02: Now, during our visit to Gamescom,
- 17:21SPEAKER_02: which feels like a lifetime ago,
- 17:22SPEAKER_02: but was actually only last month,
- 17:24SPEAKER_02: I managed to chat to two major experts in video game localization in the form
- 17:28SPEAKER_02: of Dominic Kelly,
- 17:29SPEAKER_02: who is CE's senior technology and solutions And Romina Francescina,
- 17:35SPEAKER_02: who is director of products, offers solutions and implementation at Keywords.
- 17:38SPEAKER_02: Very big job titles there.
- 17:40SPEAKER_02: I used to work in localization.
- 17:41SPEAKER_02: If you don't know, it was my first job in video games.
- 17:43SPEAKER_02: I worked in localization QA,
- 17:45SPEAKER_02: which meant I would play games in all sorts of different languages,
- 17:48SPEAKER_02: from a standard one like English or German to more complicated languages like Greek
- 17:52SPEAKER_02: or Turkish.
- 17:53SPEAKER_02: My job was to play the game,
- 17:55SPEAKER_02: identify any moments where the text didn't fit in the text boxes or where
- 17:58SPEAKER_02: the text overlapped or was clipped.
- 18:00SPEAKER_02: Because of the language, their word lengths are different, right?
- 18:03SPEAKER_02: I also had to basically play the game for the translators and take screenshots
- 18:06SPEAKER_02: of all the text so they could spot any moments where things didn't read right
- 18:09SPEAKER_02: or how they could cut things down so they could all fit, that kind of stuff.
- 18:13SPEAKER_02: And that was a long time ago.
- 18:14SPEAKER_02: You know, you're talking, I think I started in 2006 and I was there in 2007.
- 18:18SPEAKER_02: But I've always had a strong fascination in that work because since then,
- 18:21SPEAKER_02: video games have become more complex, more global, more culturally important.
- 18:25SPEAKER_02: So I thought,
- 18:26SPEAKER_02: why not take up a chance to chat about this world,
- 18:28SPEAKER_02: find out how it's changing, what role is AI taking in sort of changing this space?
- 18:34SPEAKER_02: So check out my interview.
- 18:36SPEAKER_02: Here's my chat with Romina and Dominic.
- 18:38SPEAKER_01: Hello, welcome to the show.
- 18:39SPEAKER_02: We were just on the show floor at Gamescom,
- 18:42SPEAKER_02: and I had an interview with Pearl Abyss, who do the Crimson Desert game.
- 18:45SPEAKER_02: And I was talking to them about where they think the next bit of growth was gonna come from.
- 18:49SPEAKER_02: And they were telling me they were fully localizing the game in a bunch of languages.
- 18:53SPEAKER_02: I mean, I think it was localized a bit in some...
- 18:54SPEAKER_02: But you know, they were doing the full voice work.
- 18:57SPEAKER_02: And I was a bit surprised they hadn't done that already.
- 19:01SPEAKER_02: Is that still a thing, DP?
- 19:02SPEAKER_02: Are there any games still coming out that aren't hitting most major markets?
- 19:06SPEAKER_00: Unfortunately, yes.
- 19:08SPEAKER_00: Languages clearly do represent cost, right?
- 19:13SPEAKER_00: And our customers need to think about where they want to launch their games,
- 19:18SPEAKER_00: whether the local markets speak English as a fluent language within the market.
- 19:23SPEAKER_00: So, unfortunately, yes,
- 19:24SPEAKER_00: you will be surprised how many games still struggle to come Language first, right?
- 19:30SPEAKER_00: Or at least release at the same time.
- 19:32SPEAKER_00: Yes.
- 19:33SPEAKER_02: What's the biggest roadblock?
- 19:34SPEAKER_02: What's... Is it money?
- 19:38SPEAKER_00: I would say yes.
- 19:40SPEAKER_00: Money is a significant contributor to that.
- 19:44SPEAKER_00: But also,
- 19:44SPEAKER_00: you know,
- 19:45SPEAKER_00: when you talk about localization and kind of the storytelling,
- 19:50SPEAKER_00: language can also be a barrier in terms of how you Talk to another culture.
- 19:55SPEAKER_00: How do you translate the message?
- 19:58SPEAKER_00: And it needs strategy and strategy takes time.
- 20:00SPEAKER_00: So leaving the financial side aside,
- 20:04SPEAKER_00: localization requires the time to think about the strategy of localization.
- 20:09SPEAKER_00: So when you do release it, the strategy is right and it does justice to the game.
- 20:14SPEAKER_00: Yes.
- 20:14SPEAKER_02: So give me some examples of that.
- 20:16SPEAKER_02: It sounds interesting.
- 20:17SPEAKER_00: So when you think about strategy for translation,
- 20:19SPEAKER_00: you You not only think about the content itself,
- 20:22SPEAKER_00: but whether you want to bring the gamer to the game,
- 20:26SPEAKER_00: or you want to take the game to the gamer, right?
- 20:30SPEAKER_00: And the process of designing that takes time,
- 20:34SPEAKER_00: it takes iteration,
- 20:35SPEAKER_00: it takes effort,
- 20:38SPEAKER_00: it takes the time to think what is the strategy,
- 20:42SPEAKER_00: how to apply it,
- 20:44SPEAKER_00: and What are the mechanisms, in a way, to make that happen properly?
- 20:49SPEAKER_00: Because it's not just part of the game.
- 20:52SPEAKER_00: The strategy needs to carry through.
- 20:54SPEAKER_02: So when you say bring the game to the gamer,
- 20:57SPEAKER_02: do you mean like you're gonna take a game that might be built...
- 21:01SPEAKER_02: What springs to mind here is Jagex.
- 21:03SPEAKER_02: I spoke to them recently.
- 21:04SPEAKER_02: They've just had a lot of success with RuneScape in China.
- 21:07SPEAKER_02: And they didn't think they were going to because RuneScape is incredibly British.
- 21:10SPEAKER_02: Yeah.
- 21:10SPEAKER_02: Right.
- 21:11SPEAKER_02: And they thought our game is very British.
- 21:13SPEAKER_02: We can't change that.
- 21:14SPEAKER_02: They decided to take their game to China.
- 21:16SPEAKER_02: And actually it's turned out there was an audience that liked that sort of thing in China.
- 21:20SPEAKER_00: Yeah.
- 21:22SPEAKER_00: Strategy doesn't necessarily mean you digest things on behalf of the gamer.
- 21:28SPEAKER_00: Strategy means you make a decision on how much you stretch them.
- 21:33SPEAKER_00: So there will be situations where staying true to the culture of
- 21:38SPEAKER_00: the source is what will interest the gamers, right?
- 21:43SPEAKER_00: The example that you're giving,
- 21:44SPEAKER_00: clearly there was an audience ready to digest the game in its more natural form.
- 21:52SPEAKER_00: But there will be other games that need a little bit more explaining or
- 21:55SPEAKER_00: a little bit more adjusting so it becomes more familiar to the gamer.
- 22:00SPEAKER_00: And that's what I mean by stretching the gamer or stretching the game.
- 22:03SPEAKER_02: I'm surprised there's not more companies into it,
- 22:05SPEAKER_02: because I, well,
- 22:07SPEAKER_02: maybe I'm not surprised,
- 22:08SPEAKER_02: but I look at the popular,
- 22:10SPEAKER_02: the Wuxia games, for instance, coming out of China into the West.
- 22:12SPEAKER_02: I look at the success of K-pop and Squid Game and K-dramas and all
- 22:17SPEAKER_02: that stuff coming out of,
- 22:18SPEAKER_02: how many companies at Gamescom are from the East, and they're coming to Europe.
- 22:22SPEAKER_02: And rather than, hey, how do we adapt this for Europe?
- 22:26SPEAKER_02: How do we adapt this for the UK?
- 22:26SPEAKER_02: How do we adapt this for America?
- 22:28SPEAKER_02: They're kind of leaning into the fact that it's unique to that culture.
- 22:32SPEAKER_02: We're starting to see things that we assumed wouldn't work and other markets work.
- 22:36SPEAKER_02: And I would have thought that would be a wonderful opportunity for a lot
- 22:39SPEAKER_02: of companies that perhaps don't realize that their game might do really well
- 22:41SPEAKER_02: in markets they don't really even think about.
- 22:44SPEAKER_00: I suspect there is a little bit of timing, right?
- 22:47SPEAKER_00: So through other media, markets are exposed to cultures, right?
- 22:53SPEAKER_00: So there may be I'm sure this is a more complex thing than just the games resonating.
- 23:01SPEAKER_00: There is a readiness to digest or maybe consume different cultures.
- 23:07SPEAKER_00: So it's convenient, it gives you an experience without necessarily having to travel far.
- 23:13SPEAKER_00: So there is that readiness and there is the exposure.
- 23:18SPEAKER_00: The secret of success is not necessarily ready-made, right?
- 23:22SPEAKER_00: So you can't just say, oh, yeah, any K-pop game will be successful.
- 23:27SPEAKER_00: There will have to be something brilliant in that storytelling for people to want to consume it.
- 23:34SPEAKER_00: And, you know,
- 23:36SPEAKER_00: we know that through history,
- 23:37SPEAKER_00: you know,
- 23:37SPEAKER_00: there are different periods where there may be Games from a specific region
- 23:42SPEAKER_00: that become more of a general interest or a specific genre as well.
- 23:46SPEAKER_00: So this is where the elements or all of the moving parts needs to be ready for
- 23:52SPEAKER_00: the consumption of the game.
- 23:54SPEAKER_00: But again,
- 23:55SPEAKER_00: with consumers having access to cultures,
- 23:59SPEAKER_00: I think that being able to bring a game to the audience,
- 24:03SPEAKER_00: it's easier than it's been before.
- 24:05SPEAKER_02: Yeah, well, digital was kind of beforehand.
- 24:08SPEAKER_02: If I wanted to watch something from,
- 24:09SPEAKER_02: I don't know, Korea, I'd have to find a special shop or something that sold the DVD.
- 24:14SPEAKER_02: Now it's on Netflix, right?
- 24:16SPEAKER_01: That's a very good point because the kind of things we're seeing in games now,
- 24:21SPEAKER_01: They're everywhere too.
- 24:22SPEAKER_01: So Netflix is producing series,
- 24:25SPEAKER_01: Amazon is producing series, and then there's a game or vice versa.
- 24:28SPEAKER_01: There's a game.
- 24:29SPEAKER_01: And so it's being exposed and then they might be seeing,
- 24:31SPEAKER_01: okay, like the Jagex example you gave us, right?
- 24:35SPEAKER_01: Very, very British,
- 24:36SPEAKER_01: colloquial,
- 24:37SPEAKER_01: Monty Python-esque,
- 24:38SPEAKER_01: Knights of the Round Table jumping around and all this kind of stuff.
- 24:41SPEAKER_00: Do you listen to that episode?
- 24:43SPEAKER_01: There was lots of it, right?
- 24:45SPEAKER_01: And I know because I've seen lots of that content and kind I know them quite well.
- 24:49SPEAKER_01: I've been out to see them and they're great people and they understood that
- 24:53SPEAKER_01: that uniqueness of their game was what people loved about it.
- 24:57SPEAKER_01: But Monty Python as the actual cultural stuff that exposed,
- 25:00SPEAKER_01: that probably wasn't when we were watching it,
- 25:03SPEAKER_01: it wasn't in China, but it slowly creeped out.
- 25:06SPEAKER_01: Monty Python was not anywhere near in America.
- 25:09SPEAKER_01: Now it's huge.
- 25:10SPEAKER_01: Everyone's out there.
- 25:11SPEAKER_01: So sometimes it takes that timing to creep out.
- 25:14SPEAKER_01: For those kind of like uniquenesses, like,
- 25:16SPEAKER_01: you know,
- 25:16SPEAKER_01: for me being Irish, like a Father Ted thing is very quote cool Irish, right?
- 25:20SPEAKER_01: And once you understand that,
- 25:21SPEAKER_01: you can understand most Irish humour because there's a lot of it there.
- 25:24SPEAKER_01: So that kind of stuff, it doesn't really get exposed to people.
- 25:27SPEAKER_01: But now it's on Netflix.
- 25:29SPEAKER_01: Now it's everywhere.
- 25:30SPEAKER_01: You can see a lot more.
- 25:31SPEAKER_01: So yeah, the exposure to it.
- 25:33SPEAKER_02: Are there any things that customers are asking for languages or regions
- 25:38SPEAKER_02: that that's different,
- 25:39SPEAKER_02: that's new, that's sort of exploding or blowing up for you at the moment?
- 25:42SPEAKER_01: I think they're asking a lot about emerging markets.
- 25:46SPEAKER_01: So they obviously have been producing their games in lots of different countries.
- 25:50SPEAKER_01: You know,
- 25:50SPEAKER_01: they have stable user bases,
- 25:52SPEAKER_01: but now they're asking the questions,
- 25:53SPEAKER_01: well, if we were to localize in this language, would we get a user base in that?
- 25:58SPEAKER_01: And they have to do a bit of research behind it themselves.
- 26:00SPEAKER_01: So are there games that are already translating in those markets?
- 26:03SPEAKER_01: Is there a user base for that type of game?
- 26:06SPEAKER_01: Is there something trending out there that is linked to our game that we can use?
- 26:10SPEAKER_01: And then what's the level of English in that market?
- 26:13SPEAKER_01: And just because it is in English doesn't necessarily mean they speak a lot
- 26:16SPEAKER_01: of English doesn't mean that they wouldn't want to use it more if it was Dutch
- 26:20SPEAKER_01: or more if it was, I don't know, Hindi or something like that.
- 26:23SPEAKER_02: Is there any specific markets you're thinking of when you say that?
- 26:27SPEAKER_00: At the moment we're not Korea.
- 26:31SPEAKER_00: You gave it as an example, right?
- 26:33SPEAKER_00: There is a lot of interest in that.
- 26:37SPEAKER_00: I would say, at the moment, the way the games travel is going both ways, right?
- 26:42SPEAKER_00: So we don't only have games going from west to the east.
- 26:47SPEAKER_00: There is a lot of interest to bring games from the east to the west.
- 26:52SPEAKER_00: And I don't know if you've seen it.
- 26:53SPEAKER_00: This may be tangential,
- 26:54SPEAKER_00: but I don't know if you've seen the news about this new Disney World type of city
- 27:00SPEAKER_00: that is being planned in France that will be dedicated to Manga and anime.
- 27:07SPEAKER_00: So, you know,
- 27:09SPEAKER_00: an investment like that shows the interest in that type of content coming from east
- 27:14SPEAKER_00: to west.
- 27:15SPEAKER_00: Yeah.
- 27:15SPEAKER_02: I worked very briefly in Localization QA and I used to test games in like Greek or
- 27:21SPEAKER_02: Or, um, uh, Polish or something.
- 27:23SPEAKER_02: And what I used to be amazed,
- 27:24SPEAKER_02: what used to amaze me sometimes is that there'd be a word that doesn't fit in
- 27:28SPEAKER_02: the box, right?
- 27:29SPEAKER_02: And so they would have to cut it down and they would cut it down to the point
- 27:32SPEAKER_02: where it was almost meaningless.
- 27:33SPEAKER_02: Like I thought that does any,
- 27:35SPEAKER_02: do people in Poland know that what those two letters supposed to represent?
- 27:39SPEAKER_00: And does that, does that still happen?
- 27:40SPEAKER_00: Because I,
- 27:41SPEAKER_00: is that,
- 27:41SPEAKER_00: that feels like
- 27:43SPEAKER_02: Kind of misses the point of potentially appealing in that market.
- 27:46SPEAKER_00: Yeah.
- 27:47SPEAKER_00: Unfortunately, it's not a problem that has disappeared.
- 27:51SPEAKER_00: The idea of culturalization of games has become very prominent.
- 27:59SPEAKER_00: Developers understand it.
- 28:01SPEAKER_00: And the industry is very mature as well.
- 28:03SPEAKER_00: So, you know, making jobs work, etc.
- 28:07SPEAKER_00: There are so many bad examples out there.
- 28:10SPEAKER_00: There is enough history,
- 28:11SPEAKER_00: I suppose,
- 28:12SPEAKER_00: to indicate what are the things that,
- 28:15SPEAKER_00: forget about the content itself,
- 28:17SPEAKER_00: you know, individuals working in the industry want to get it right.
- 28:21SPEAKER_00: They want to make sure that there is an oversimplified version of the content
- 28:26SPEAKER_00: that doesn't tell the story anymore.
- 28:28SPEAKER_00: Are there cases?
- 28:29SPEAKER_00: I'm sure there still are.
- 28:31SPEAKER_00: But interestingly enough,
- 28:32SPEAKER_00: with some of the technology that is out there,
- 28:35SPEAKER_00: some of the automated translation, etc.,
- 28:40SPEAKER_00: I want to be careful with this point,
- 28:41SPEAKER_00: but some of that technology is allowing the cultural experts to spend more time on
- 28:48SPEAKER_00: the content and the storytelling rather than the mechanism of translating
- 28:53SPEAKER_00: the content itself.
- 28:55SPEAKER_00: So I am hopeful that some of the changes and the introduction of new ways
- 28:59SPEAKER_00: of working will create even more space for the creative process in the localization.
- 29:09SPEAKER_01: I think the technology part,
- 29:12SPEAKER_01: what it does is it gives access to people
- 29:14SPEAKER_01: that otherwise wouldn't understand language.
- 29:16SPEAKER_01: So if you're a developer,
- 29:17SPEAKER_01: you don't understand Chinese,
- 29:18SPEAKER_01: you don't understand German, you don't It's really interesting.
- 29:45SPEAKER_01: So you can get access to the the language or the possible bugs and issues earlier
- 29:51SPEAKER_01: if you do international checks early on and machine translation allows you to kind
- 29:55SPEAKER_01: of do that a little bit it's not going to tell you is the game good
- 29:57SPEAKER_01: and how does it read and how does it write and is the narrative flow but it can show
- 30:02SPEAKER_01: a developer hey you guys are going to have lots of bugs and
- 30:05SPEAKER_01: the user experience is going to be really bad because they can't play through
- 30:08SPEAKER_01: the game because the directions or the instructions can't fit on the screen
- 30:13SPEAKER_01: And that's really what the developers want.
- 30:14SPEAKER_01: They want a game that people love to play,
- 30:17SPEAKER_01: not a game that they feel like they have to work hard to play.
- 30:19SPEAKER_01: And that's why some technology has kind of really helped developers see these things before.
- 30:24SPEAKER_01: It will never remove it completely because sometimes people just design it
- 30:27SPEAKER_01: and they haven't thought of it before.
- 30:29SPEAKER_01: But they should be thinking about this because it's not really a heavy load effort
- 30:33SPEAKER_01: to do it either.
- 30:34SPEAKER_02: So I got a note that said that your customers are getting you involved.
- 30:37SPEAKER_02: That's why I misread this.
- 30:39SPEAKER_02: Getting involved earlier and earlier in the process.
- 30:41SPEAKER_02: Is that something that you're seeing?
- 30:42SPEAKER_02: Is that happening?
- 30:43SPEAKER_01: I would say that it can depend on the project because sometimes we're brought
- 30:47SPEAKER_01: in last minute to fix things.
- 30:49SPEAKER_01: Yeah.
- 30:49SPEAKER_01: And in that case, no.
- 30:51SPEAKER_01: But in some cases we're brought in really early.
- 30:53SPEAKER_01: We say, look, we want to take this game and we want to take it to a new market.
- 30:57SPEAKER_01: Or we want this game and we want to create the same user experience
- 31:01SPEAKER_01: for all our players, no matter what their language are.
- 31:03SPEAKER_01: And if they have that kind of mentality,
- 31:04SPEAKER_01: We can start to talk about, okay, well,
- 31:05SPEAKER_01: these are the kind of features and functionality that really work well
- 31:08SPEAKER_01: when you localize them, so therefore they're really good, or do you want to do that?
- 31:19SPEAKER_01: You understand the narrative design of the game where you have multiple choices
- 31:23SPEAKER_01: that have multiple outcomes in the game that can be really complicated and
- 31:26SPEAKER_01: when you localize it that means your game is going to become extremely complicated
- 31:30SPEAKER_01: because as you have decisions you need to worry about how you're going to check it
- 31:33SPEAKER_01: and quantify it does that flow correctly through.
- 31:36SPEAKER_01: You know if you look at polish with different kind
- 31:38SPEAKER_01: of versions you know you can have plurals and you know different genders
- 31:43SPEAKER_01: and things like that they add complexity
- 31:45SPEAKER_01: and getting involved early means you can start to consider those as you build.
- 31:51SPEAKER_00: The one thing I would add to that is that when we talk localization,
- 31:54SPEAKER_00: we don't just talk about the words.
- 31:58SPEAKER_00: In the cases where developers bring the cultural expert early,
- 32:03SPEAKER_00: the cultural expert has the ability to Influence the content in a richer way.
- 32:09SPEAKER_00: So how you build characters, what they wear, what colors they use.
- 32:15SPEAKER_00: So you end up communicating the story or the message or you tell the story in
- 32:21SPEAKER_00: a richer way, in a more inclusive way.
- 32:24SPEAKER_00: Now, again,
- 32:25SPEAKER_00: going back to the beginning of this conversation,
- 32:28SPEAKER_00: wanting to stretch the gamer so they experience the game as the key priority,
- 32:34SPEAKER_00: totally fine, right?
- 32:36SPEAKER_00: So it's not like one thing is better than the other,
- 32:38SPEAKER_00: but that can enrich the experience and it can make the game be more inclusive,
- 32:45SPEAKER_00: I guess.
- 32:46SPEAKER_02: We're losing the lights,
- 32:47SPEAKER_02: but is there any examples of things that surprised you recently in
- 32:50SPEAKER_00: I've got
- 32:54SPEAKER_02: one.
- 32:55SPEAKER_01: I've got a few stories from my days over the years.
- 32:57SPEAKER_01: I think I've been working in localization for 20 odd years.
- 33:00SPEAKER_01: So there's lots of listening stories, but like working out context is often Lead to surprises.
- 33:07SPEAKER_01: And I won't mention brands and names because that would just get me into trouble.
- 33:10SPEAKER_01: But, you know,
- 33:11SPEAKER_01: if you have a tag or a slogan,
- 33:13SPEAKER_01: you know,
- 33:13SPEAKER_01: like just do it or,
- 33:14SPEAKER_01: you know,
- 33:14SPEAKER_01: the taste of life and things like that, everyone knows who their brands are.
- 33:17SPEAKER_01: But if you don't know or understand what you're translating and
- 33:20SPEAKER_01: then you're giving it And then someone doesn't understand it's going on a billboard.
- 33:23SPEAKER_01: Before you know it, you can have really, really caused a load of trouble.
- 33:26SPEAKER_01: And once that's out there, you can't take it back.
- 33:29SPEAKER_01: It's out there.
- 33:29SPEAKER_01: It's never coming back.
- 33:31SPEAKER_01: But then you have other people who can go into so much detail about this.
- 33:36SPEAKER_01: We have to make people believe I actually really believe that this game happened in
- 33:43SPEAKER_01: that time, not just the language, but the time.
- 33:46SPEAKER_01: So we've been asked for example to look at some Arabic kind of situations where,
- 33:51SPEAKER_01: you know, let's say you were going to buy a pack of cigarettes.
- 33:54SPEAKER_01: Well, that pack of cigarettes wasn't available.
- 33:57SPEAKER_01: What kind of brand would be available?
- 34:00SPEAKER_01: What kind of language would it have on it?
- 34:02SPEAKER_01: And actually go into that level of detail.
- 34:04SPEAKER_01: So that can affect the artwork you do as well as the translation.
- 34:07SPEAKER_01: That's more of a trans-creation kind of part.
- 34:09SPEAKER_01: So you've got some really funny stories where people have done Out of context,
- 34:13SPEAKER_01: but they've also got some really great stories where people have said, no, no, no,
- 34:16SPEAKER_01: we want to make people believe that this is real or as real as it can be,
- 34:20SPEAKER_01: like they're back in that time and date and make them relive that experience.
- 34:23SPEAKER_01: So that's the cases we've seen, but I can't give you specifics.
- 34:28SPEAKER_01: I think there's a lot of them out there.
- 34:31SPEAKER_01: I think there's too many probably to mention.
- 34:34SPEAKER_02: How much of an impact is AI having on your business?
- 34:36SPEAKER_02: Is it a good thing?
- 34:36SPEAKER_02: Is it helping you?
- 34:37SPEAKER_02: Is it a threat?
- 34:39SPEAKER_01: I think it's like any technology,
- 34:41SPEAKER_01: any technology in the right hands with
- 34:44SPEAKER_01: the right understanding can have great benefits.
- 34:48SPEAKER_01: But in the same case,
- 34:49SPEAKER_01: in the wrong hands and with the wrong use cases, kind of really bad outcomes.
- 34:53SPEAKER_01: Also, it gives a lot of people some false expectations.
- 34:57SPEAKER_01: I often get,
- 34:57SPEAKER_01: and I actually did a webinar quite a while ago about this,
- 35:01SPEAKER_01: where it's like, we get asked, can AI do that?
- 35:04SPEAKER_01: Sometimes yes, sometimes no.
- 35:06SPEAKER_01: Let's see.
- 35:08SPEAKER_01: And then let's see how good is it.
- 35:10SPEAKER_01: Let's see does it work.
- 35:11SPEAKER_01: And let's set the expectations correctly.
- 35:14SPEAKER_01: It doesn't always meet the expectations because the dream of AI is
- 35:18SPEAKER_01: that it will do everything for you.
- 35:20SPEAKER_01: And the reality is often a little bit further away.
- 35:23SPEAKER_01: Implementation and vision are two very different things.
- 35:27SPEAKER_01: Yeah.
- 35:27SPEAKER_01: And it's really key that, you know, you set expectations early as possible.
- 35:31SPEAKER_01: That's why,
- 35:32SPEAKER_01: you know,
- 35:32SPEAKER_01: like I mentioned about machine translation,
- 35:34SPEAKER_01: for example,
- 35:34SPEAKER_01: in LLMs,
- 35:35SPEAKER_01: giving the developer the access to see it and they say,
- 35:38SPEAKER_01: look how bad this might be or how good it might be.
- 35:41SPEAKER_01: This is maybe something we could do.
- 35:42SPEAKER_01: But use it in the right way.
- 35:44SPEAKER_01: Use it when you're doing your QA early to give them access to it, see if they can fix it.
- 35:47SPEAKER_01: Don't do it with dialogue because the AI will never really understand how
- 35:51SPEAKER_01: a conversation flows in Japanese between a father and a son and then a son and
- 35:55SPEAKER_01: a dog.
- 35:57SPEAKER_01: You know, in your game, it doesn't really get that.
- 35:59SPEAKER_01: So you need to think about the complexity of the language and
- 36:04SPEAKER_01: the machine will only know what you feed it as well.
- 36:07SPEAKER_02: Because obviously,
- 36:07SPEAKER_02: I guess the companies that might be tempted to use AI are smaller companies,
- 36:10SPEAKER_02: right, and independent teams.
- 36:12SPEAKER_02: How can they get involved in what, you know, with you, I guess, an affordable way?
- 36:17SPEAKER_02: Because they often don't have the capacity of a bigger business.
- 36:20SPEAKER_01: Yeah, well, like, we're not telling people not to use it.
- 36:23SPEAKER_01: Like, if the only option they have is to do that,
- 36:25SPEAKER_01: then, you know, okay, that's something that they can do.
- 36:29SPEAKER_01: And we might expose the game and they can come back to us and they can fix it later
- 36:32SPEAKER_01: because maybe they don't have a player base.
- 36:34SPEAKER_01: Maybe they don't have a region out there that they think is going to buy the game.
- 36:38SPEAKER_01: But if they want to use it responsibly,
- 36:40SPEAKER_01: then doing the evaluations and looking and forecasting of what the quality could be.
- 36:44SPEAKER_01: And looking at your content and saying, okay, well, what's risky?
- 36:47SPEAKER_01: What's not risky?
- 36:48SPEAKER_01: And trying to understand, okay, well, this workflow works really well.
- 36:52SPEAKER_01: This one, no, no, we don't.
- 36:53SPEAKER_01: Like I mentioned about the dialogue, for example, really complex.
- 36:56SPEAKER_01: You're probably better off using humans and doing it the right way from the start.
- 37:01SPEAKER_02: I often find with AI it's good at speeding things up it's not necessarily good
- 37:04SPEAKER_02: at it's not necessarily better than so you know you always need someone
- 37:07SPEAKER_02: to you know make sure it delivers.
- 37:10SPEAKER_01: Yeah so when you use AI there is a risk because it's so good sometimes
- 37:14SPEAKER_01: and this is true because it can be very good that the hallucinization or
- 37:18SPEAKER_01: the mistranslation parts they read really well but they're probably wrong yeah
- 37:22SPEAKER_01: and they're even harder to catch so the expertise you need and
- 37:25SPEAKER_01: the linguistic skills you need to catch those things that would make it
- 37:28SPEAKER_01: of human quality You need really good linguists.
- 37:32SPEAKER_01: And you don't need someone who's maybe just like, you know, doing French part-time.
- 37:35SPEAKER_01: You want someone who understands the game really well,
- 37:38SPEAKER_01: who studied linguistics, can catch those things.
- 37:40SPEAKER_01: So you need the right level of expertise for it.
- 37:42SPEAKER_02: I'll ask one final question.
- 37:44SPEAKER_02: Where do you see sort of localization going in the next five years?
- 37:50SPEAKER_01: I think, Mina, we should ask that together, but I'll let you go first.
- 37:54SPEAKER_00: Sure.
- 37:54SPEAKER_00: I...
- 37:58SPEAKER_00: Localization as a concept, I don't think it's going anywhere anytime soon.
- 38:04SPEAKER_00: What is changing is the methodology to get there.
- 38:07SPEAKER_00: The authenticity of the voice of a person,
- 38:11SPEAKER_00: the way a message gets transferred,
- 38:14SPEAKER_00: will continue to be led or be more real or more enjoyable through the experience of
- 38:21SPEAKER_00: a person.
- 38:22SPEAKER_00: Now, the reality is some of the processes within localization I'm maybe ripe
- 38:31SPEAKER_00: for some technology, but I don't think...
- 38:33SPEAKER_00: I think audiences will continue to be delighted by the content that gets created
- 38:39SPEAKER_00: by developers,
- 38:41SPEAKER_00: and it gets
- 38:44SPEAKER_00: shared better through the authentic voice of a human,
- 38:50SPEAKER_00: maybe with a little bit of help of technology,
- 38:52SPEAKER_00: but as I say,
- 38:54SPEAKER_00: it's the processes that may change, not necessarily the discipline itself.
- 39:00SPEAKER_01: I would agree with Romina,
- 39:01SPEAKER_01: the process will change and the main reason why is that games are getting bigger
- 39:04SPEAKER_01: and they're getting more complicated and the way that they structure the complexity
- 39:11SPEAKER_01: between conversations and outcomes in the game Getting more complicated.
- 39:15SPEAKER_01: So things will have to change and things will have to get better.
- 39:17SPEAKER_01: But we've been getting better every year, every month, every week, every day where we can.
- 39:22SPEAKER_01: So we innovate on technologies when it comes to workflow.
- 39:25SPEAKER_01: We innovate in terms of the applications we use We innovate in how we report back.
- 39:32SPEAKER_01: We're doing it all the time.
- 39:33SPEAKER_01: So it's important that it's not just AI.
- 39:36SPEAKER_01: You know, there's lots of things that we're doing to make things better over time.
- 39:41SPEAKER_01: And, you know,
- 39:41SPEAKER_01: the speed in which information flows through organizations Straight through from QA
- 39:45SPEAKER_01: into localization, into localization testing and then out into the market.
- 39:49SPEAKER_01: That's really the key thing because the more data, the bigger the game is more complex.
- 39:53SPEAKER_01: The speed in which the information travels through those business units and out is
- 39:57SPEAKER_01: the challenge because that's why AI is being used in a lot of cases is often
- 40:01SPEAKER_01: because Translation is done at the very end.
- 40:04SPEAKER_01: And you have very little time.
- 40:05SPEAKER_01: And that's often why people start to look at it.
- 40:08SPEAKER_01: And that's not really like where you should be looking at it for.
- 40:10SPEAKER_01: You should be looking at how can you improve the whole thing through technology,
- 40:13SPEAKER_01: AI and expertise.
- 40:15SPEAKER_02: You've got a lot going on.
- 40:16SPEAKER_02: You've got more markets opening up as the industry gets tighter.
- 40:19SPEAKER_02: People are looking to new territories and you've got AI technology disrupting everything.
- 40:23SPEAKER_02: You've got your hands full.
- 40:24SPEAKER_02: But thank you so much for your time.
- 40:25SPEAKER_02: I really appreciate learning all about what's going on.
- 40:28SPEAKER_02: Thanks very much.
- 40:29SPEAKER_00: Thank you.
- 40:30SPEAKER_02: Thank you Romina and Dominic.
- 40:31SPEAKER_02: I actually had another chat with Keywords at the time with someone called Jenna
- 40:34SPEAKER_02: who works on accessibility at Keywords.
- 40:36SPEAKER_02: Really interesting and we'll run that at a later date so do join us for that one.
- 40:40SPEAKER_02: Now before we finish it's time for the news round up.
- 40:42SPEAKER_02: Not too many stories this week but you know some big ones.
- 40:45SPEAKER_02: Let's begin with Bungie.
- 40:46SPEAKER_02: The Bungie says it will return to Destiny and has announced plans
- 40:49SPEAKER_02: to reinstate old campaigns, raids and destinations to the existing game.
- 40:54SPEAKER_02: It also said it's going to Revolve Marathon towards a more survival based experience
- 40:58SPEAKER_02: to reach more players.
- 40:59SPEAKER_02: Bungie had previously released a final update to Destiny 2,
- 41:02SPEAKER_02: which resulted in the loss of over 290 employees.
- 41:06SPEAKER_02: They're trying to regain the trust of players a little bit there.
- 41:08SPEAKER_02: I heard good things about Marathon.
- 41:10SPEAKER_02: Not many people are playing it, but I've heard good things about it.
- 41:13SPEAKER_02: Two Swedish Unions,
- 41:14SPEAKER_02: Unionen,
- 41:15SPEAKER_02: and I'll pronounce this,
- 41:17SPEAKER_02: Sveriges Ingen,
- 41:19SPEAKER_02: Georgia,
- 41:22SPEAKER_02: have issued a strike notice against King after executives rejected
- 41:26SPEAKER_02: a proposed collective bargaining agreement.
- 41:28SPEAKER_02: Mediation is ongoing,
- 41:29SPEAKER_02: but if no agreement is reached,
- 41:30SPEAKER_02: King's staff will strike on September 25th, which is tomorrow.
- 41:34SPEAKER_02: The EU Commission has published a draft proposal for its Kids Act.
- 41:37SPEAKER_02: The Act suggests a ban on social networks and video sharing platforms for under 13s
- 41:41SPEAKER_02: and restrictions for under 15s.
- 41:43SPEAKER_02: However,
- 41:43SPEAKER_02: there are some rules that will also apply to online games
- 41:46SPEAKER_02: which could cover everything from Roblox and Fortnite to multiplayer modes
- 41:50SPEAKER_02: in traditional games.
- 41:50SPEAKER_02: The Act discourages online game makers from using techniques that entice young users
- 41:54SPEAKER_02: to play for longer or to log in more frequently.
- 41:57SPEAKER_02: I'm going to do something on this I think next week.
- 41:59SPEAKER_02: It doesn't seem that unreasonable so I'll be interested to see how the industry responds.
- 42:03SPEAKER_02: And finally,
- 42:04SPEAKER_02: Minds Eye developer Builder Rocket Boy has undergone another wave of redundancies,
- 42:07SPEAKER_02: which insiders claim,
- 42:09SPEAKER_02: insiders have claimed the developers now have been completely wiped out.
- 42:11SPEAKER_02: Builder Rocket Boy was put together by Grand Theft Auto Online creator Leslie Benzies in 2016.
- 42:15SPEAKER_02: It was building a big metaverse thing.
- 42:17SPEAKER_02: It ended up launching a pretty disappointing sort of GTA-like story game
- 42:22SPEAKER_02: that came out last year, and it just hasn't worked out for them.
- 42:26SPEAKER_02: That's it for this week.
- 42:29SPEAKER_02: We do have a lot coming up on The Game Business Show for you to look forward to.
- 42:33SPEAKER_02: I'm becoming a bit wary of telling people what the next episodes are
- 42:35SPEAKER_02: because things keep dropping in at the last minute.
- 42:37SPEAKER_02: I'm going to run that now.
- 42:38SPEAKER_02: I'm going to run that now.
- 42:39SPEAKER_02: So I don't want to tease necessarily what's It's going
- 42:42SPEAKER_02: to run specifically next week, but I'll say some of the features we've got.
- 42:45SPEAKER_02: We've got a piece on EA Criterion coming up.
- 42:48SPEAKER_02: We've got a piece with Tencent coming up.
- 42:50SPEAKER_02: We've got a piece with Roblox coming up.
- 42:51SPEAKER_02: We've got an interview with Ken Kushiragi coming up.
- 42:54SPEAKER_02: We've got an interview with Commodore.
- 42:56SPEAKER_02: I love that interview.
- 42:57SPEAKER_02: I can't wait to show you that one.
- 42:57SPEAKER_02: We've got an interview with Bing Gordon.
- 43:00SPEAKER_02: Loads and loads of big shows coming up and lots and lots of deep dives as well
- 43:04SPEAKER_02: into other areas of the industry on our news analysis show.
- 43:09SPEAKER_02: For now, that's it from me.
- 43:10SPEAKER_02: If you want to make sure you don't miss an episode,
- 43:11SPEAKER_02: go to thegamebusiness.com and stick in your email address.
- 43:13SPEAKER_02: If you are already a pre-subscriber to The Game Business,
- 43:16SPEAKER_02: do consider becoming a paid subscriber.
- 43:18SPEAKER_02: We are a reader-supported brand, basically.
- 43:20SPEAKER_02: I know we have sponsors at the moment,
- 43:21SPEAKER_02: which is very,
- 43:22SPEAKER_02: very helpful,
- 43:23SPEAKER_02: but it's not enough, and ultimately, ideally, it would be a reader-supported thing.
- 43:28SPEAKER_02: We're hammered a little bit, but we give our stuff away for free, except for our Monday show.
- 43:32SPEAKER_02: So I understand why you don't need to support it,
- 43:34SPEAKER_02: but if you're able to support it, that would be amazing.
- 43:37SPEAKER_02: But that's it for me today.
- 43:39SPEAKER_02: Until next time, thank you for tuning in.