Finding the Localization Keys for EARTHLOCK: Festival of Magic
If you’re a fan of enchanting, mysterious and magical RPGs, then no doubt you are already fully aware of EARTHLOCK: Festival of Magic.
This awesome game landed in the MoGi localization inboxes last year and our various teams set about unlocking the linguistic doors to this mystical land (that’s the end of the door/key/lock metaphor, promise).
The aforementioned wondrous world goes by the name of Umbra. Home to a myriad of monsters, breath-taking landscapes and a rag-tag collection of far-from-run-of-the-mill heroes, spearheaded by expert desert scavenger, Amon.
What begins as a simple quest for Amon soon develops into a full-blown adventure. One that has had players and critics alike purring from the moment EARTHLOCK: Festival of Magic arrived on various platforms last year.
The pleasure of localizing EARTHLOCK fell to our Arabic, Chinese, French, German, Italian, Polish and Spanish teams. RPGs are always some of our favorite games to localize as they present our teams with numerous opportunities to flex their linguistic muscles, as our French team explains:
“RPGs are great to work on because they really test the various elements of our localization abilities. Different elements of the game require different skills. For example, when it comes to skills and items, an eye for detail is really important. We are often faced with character limits, which also means taking the time to find the best fit as a direct translation can be too long. As massive gamers ourselves, we know that players will expect things to be nicely unified, that the names we give certain skills will reflect what they do and that the texts are consistent throughout the game. So, that’s what we do!”
However, the other significant element of RPGs – conversations between characters and internal dialogues – require a change in method.
“With conversations and thoughts, the translation doesn’t have to be so uniform,” our team says. “In fact, it’s better not to be. It’s more important to strike the right tone. Is the character being sarcastic or genuine? Friendly or intimidating? Also, people don’t tend to speak in the same way as they write. A literal translation of two people talking would come across as stilted and forced. The exact opposite of what players – who want to be totally immersed in the game – are looking for.”
So, what was working on the localization of EARTHLOCK: Festival of Magic like?
“EARTHLOCK was one of our favorite projects of recent times. It’s a great RPG with a humorous tone which made translating it – and of course playing to, um, test it – a lot of fun. It’s always exciting to work on a game we know people are going to love, and it’s great to think of all the gamers around the world who will now be enjoying the magical landscapes and epic adventures of EARTHLOCK – described by words we put into the game!”