Trends with Benefits: The Subsequent Sizable Subject

Here’s this week’s Trends with Benefits, the weekly brainteaser from your friends at TriplePoint! TWB appears every week in our news round-up, Points of Interest, and offers terrific prizes to readers who can puzzle their way through the challenge du jour. First crack at the prizes go to Points of Interest subscribers when the newsletter goes out on Fridays, but we’ll be sharing each week’s challenge here on our website, as well.

This week’s challenge is for a digital copy of The Next Big Thing for the Mac, to celebrate its recent Mac release. Read on and see if it can be yours!

Continue reading Trends with Benefits: The Subsequent Sizable Subject

Reaching Across the Platform: Transmedia Partnerships

We consume entertainment across more platforms than ever before.  We want to read the book and watch the movie; play the video game as well as download the mobile app.

Take for example George R. R. Martin’s A Game of Thrones, whose adored books have recently spawned a new series by HBO, PC game A Game of Thrones: Genesis (from TriplePoint client Focus Home Interactive), board-, card-, and role-playing games.

It doesn’t matter if we’ve completed the 80-hour video game plus all the side quests or read the seven-novel series in addition to the subsidiary works; we’re still compelled to watch the movie or TV show when it comes out.  But what no one wants is to walk into a film adaptation of a beloved game, comic, or book and leaving thinking, “the original was better.”

Content creators and publishers are realizing that there is enormous potential in reaching audiences across multiple platforms to maximize their brand.  The key, however, is to avoid the above, and to not offer a poor quality port from one medium to another just for the sake of it.  The ideal transmedia strategy would result in what THQ’s director of Creative and Business Development, Lenny Brown, calls the Holy Grail: “a book that sells well, with us ultimately investing $35 million in a triple-A console game backed by a $12 million marketing campaign that draws a commitment from Hollywood for a movie or television event” for a single intellectual property (IP).

And THQ is leading the charge with the hopes of achieving this trifecta.  They’ve recently announced a partnership with Random House Publishing Group to jointly develop original IPs for both books and video games, having already achieved a level of success with the Homefront franchise.  They’re also coordinating with the SyFy network to simultaneously launch the Red Faction video game and film on the TV channel in May.

THQ’s efforts are likely prescient of how transmedia will continue to develop in the near future.  According to VentureBeat, the game publisher and SyFy planned the timing of the movie and game over the course of a few years to ensure that they would be released simultaneously.  And with Random House, their goal is to work from the ground up to create original IPs that are cohesive and integral to the universe.

Danny Bilson of THQ knows that they need to be judicious in their transmedia strategies: “What I care about on transmedia is whether it’s going to be good, since that is the risk.  It’s bad if it cheapens the brand or content.”

RockStar Games’ Dan Houser made a similar statement on transmedia as well: “…with an ever more discerning audience, the goals of taking something from film-to-games or game-to-film have to be more than financial. If you feel the property has something about it that is universal or could work in another medium, and it is not simply about making easy money, then that is something worthwhile.”

Creating a transmedia universe is a major investment, and going forward we can expect to see more of these partnerships between publishers coming together in order to maximize return and to offer rich, complex worlds for their users to explore.

Lost in Translation: challenges of localizing video games for a global market

“Elle regarde bien,” said an unnamed character in the French version of Final Fantasy VII.  Non-French speakers will input that line into Google Translate and find out it means, “She looks good,” probably referring to the attractiveness of Tifa or Aeris.  French speakers, on the other hand, will know immediately that this sentence is embarrassingly–both grammatically and semantically–incorrect.

This laughable mistake, according to Spiders CEO Jehanne Rousseau (developer of Faery: Legends of Avalon to be published by TriplePoint client Focus Home Interactive) is most likely attributed to the fact that the French version of Final Fantasy VII was translated directly from the English version.  Knowing Final Fantasy VII was originally written in Japanese, the French version is nothing more than a translation of a translation.  This of course resulted in a line that literally means “she LOOKS (with her eyes) well.”

So why would the French translators translate a Japanese game based on anything other than the original Japanese version?  Could it be the lack of people fluent in both Japanese and French?  Surely that cannot be the case.  Having visited the city of Paris myself many times, I look around and am surprised by the high population of Japanese in Paris, and I am NOT talking about the tourists.  Or am I?  Due to the high number of Japanese tourists who visit France every year, there is a high demand for Japanese speakers in Paris, those who can lead tour groups and work in shops.  Surely there must have been SOMEBODY fluent in both French and Japanese who could have gotten the job done without such a linguistic slip-up.  Jehanne Rousseau, born and raised in France, certainly does not buy the fact that there is absolutely nobody out there of that description willing to localize a Japanese game for a French audience, noting the growing number of East Asian immigrants in France.

So why didn’t Square Enix, then Squaresoft, find somebody like that?  Were French/Japanese bilinguals so rare back in 1997?  Does localization of all games still come across this problem of the inability to translate from a game’s original language?

At GDC Online 2010, I attended a seminar by Samson Mow of Ubisoft Chengdu about how to reinvent Western games for East Asian audiences.  Mow spoke not only of the language translation aspect of localization but also about the infrastructure and features translation of a game, concluding that audiences from different countries want a game not only to be in a language they understand, but also in a format they understand and prefer.  This means they not only want their MMORPGs to be in Chinese/Japanese/Korean but they also want them to be microtransaction-based, not subscription-based.  This only means one thing.  Even if game developers and publishers find the proper way to translate a game into another language, they will have only won part of the battle for a foreign audience’s approval.

Luckily, it has been over 20 years since we have seen anything as bad as Zero Wing‘s “All Your Base Are Belong To Us” but as technology breaks down the borders between countries, it is no surprise that the localization of a game requires more than just a passable language translation.  Almost any game made today will be played by gamers from every continent, and any game developer or publisher that is not well-versed in the game of total localization may find their fans saying their latest creation definitely does not “regarde bien.”