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Darbury

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  1. Like
    Darbury got a reaction from yumi for a blog entry, Killing the ellipsis (“...”) in VN translations   
    Let’s not mince words here. The ellipsis is a blight upon English translations of visual novels. It must be uprooted and killed with fire.
    Before the slaughter begins, however, let’s review some basics. As the name suggests, the ellipsis represents an elision — that is to say, omitted content. It functions as the “yadda yadda” of the English language. It is the “Step 2: ???” before the all-important “Step 3: Profit!” A writer deploys those three little dots to indicate either the intentional removal of something that once was there, or the pointed absence of something that should have been there.
    That’s it. That’s what the ellipsis is supposed to do. You wouldn’t know this, however, by reading nearly any English translation of a Japanese visual novel. Ellipses are scattered across the text like so many rhinestones on the sweatshirt of a Midwestern mom. They’re at the beginning of sentences, the ends, stuck randomly in the middle — sometimes even chained end to end like a writhing Human Centipede of punctuation, each little dot in the chain crying, “Kill me now!” into the anus of the next.
    It’s an absolute abattoir in there.
    This particular road to hell is paved with good intentions, however. You see, all those ellipses are also present in the original Japanese and, in an attempt at faithful translation, the TL teams have left them all sitting there for you to enjoy. The original writer had a reason for putting them in, the reasoning goes, and it’s our job to offer the purest translation of his/her vision possible.
    This, of course, is bollocks. Punctuation operates differently in different languages. Japanese ellipses are used much more liberally than their Western forbearers, particularly in popular culture (e.g., manga. light novels, etc.) Want to indicate a pause? Ellipsis. Silence? Ellipsis. Passage of time? Ellipsis. Need to fill some empty space? Ellipsis. Is it Tuesday, Thursday, or Saturday? Ellipsis, ellipsis, ellipsis. When ported over to English, most of these usages look less like carefully crafted sentences and more like a transcript of a particularly drunken Snapchat session.
    Put simply, what works in one language doesn’t always work in another. When I’m translating a Line of Text from German, for Example, I don’t capitalize all the Nouns because that’s how it was in the Original. I normalize it for English. The same needs to be done in any VN translation.
    My current rule of thumb while editing — I’ll bold it for you in red here — is as follows: Remove/replace all ellipses in a line of Japanese text unless doing so irreparably breaks the sentence or significantly changes its meaning.
    Luckily for us, English has a toolbox full of punctuation to get the job done. Commas, semicolons, periods, dashes — they’re all your friends. So let’s discuss some common situations in VNs and how we might handle them.

    The trailing ellipsis
    You’ll see lots of these littering the ends of sentences and lines, mostly to little effect. More often than not, they indicate a thought closing on anything other than a 100% full and decisive stop. Since they don’t hold the place of omitted text, we can almost always replace these ellipses with periods.
    There are a handful of situations, however, where keeping a trailing ellipsis makes sense. These include:
    The Pregnant Pause: 
    When something’s strongly implied at the end of a sentence/line, but left unsaid for dramatic effect.
    The ellipsis fills the place of the implied content, so it gets to stay. (Fun bonus fact: pauses are the only things that can get pregnant in VNs.)
    The “And So On”:
    When a statement is implied to continue for an unspecified length beyond the end of the sentence/line.
    The ellipsis here indicates there may have been a few more beers after Michelob, but the writer has decided to spare us and jump straight to Bob’s objection. Had this been more interruptive in nature, with Bob cutting Joe off immediately after “Michelob,” the ellipses would have replaced with an em-dash (—).
    The Trail-Off: 
    Similar to the “And So On,” but with the character choosing to let a statement taper off into nothingness, rather than the author.
    The opening ellipsis
    You’ll see these slightly less often, but they’re by no means infrequent. Typically, they indicate some slight hesitation at the beginning of a line of dialogue. But again, the nuance ends up being so slight and the impact so watered down through overuse that you’re almost always better off removing these ungainly beasts. An exception can be made for:
    The Reverse Pregnant Pause: 
    Just like the original Pregnant Pause, but it appears at the beginning of a sentence. Often holds the place of something a character doesn’t want to say.
    Rather than just pausing in passing, Joe is actively not admitting he thinks Joe is a jackass. That makes this line a strong candidate for an ellipsis.
    The mid-sentence ellipsis
    So, so many of these. You’ll close your eyes at night and they’ll haunt you. They’re almost always meant to indicate a slight pause in speech or thought, but trying to the read the resulting text is an exercise in frustration. There are... just so... many unnecessary... gaps. (Full disclosure: When writing scripts for TV, I’ll use ellipses like this a lot. But that’s for a very specific purpose: helping to communicate the particular rhythm of a line to the actor(s). I always avoid this in audience-facing text.)
    In almost all cases, unless there’s a marked pivot in thought, a comma will suffice.
    If the ellipsis is holding together two complete yet interwoven thoughts, a semicolon will do nicely.
    If the ellipsis is holding together two complete and independent thoughts, a period should be used.
    If ellipses are used to indicate an interruptive thought, one that breaks the main flow of the sentence, em-dashes can be used.
    Again, there are a couple situations where these mid-sentence ellipses can remain:
    The Ta-Da:
    When a pause is used for obvious dramatic effect, the ellipsis should be kept.
    The Shatner:
    When halting or stilted speech is intended for dramatic/comedic effect, ellipses may be retained.

    The empty line ellipsis
    You’ll see a lot of these. Holdovers from manga and light novels, they are explicit indicators of silence, being at a loss for words, holding one’s tongue, etc.
    In English prose, these silences would normally be held with narration — e.g., “Baconator just sat there, dripping ketchup.” You’d never see a sentence such as: ‘Harry Potter said, “...” and continued looking out the window.’ That’s because, unlike most VNs, traditional novels don’t have the crutch of character sprites and name cards appearing alongside dialogue. Due to such VN conventions, along with the technical limitations of translation — it’s frequently impossible to replace character dialogue with unvoiced narration — you should almost always leave these ellipses in place. Based on your best judgement, you can also choose to leave such variants as the questioning silence ("...?") and the excited/alarmed silence ("...!").
    It should be noted that such empty line ellipses can also be used outside of dialogue. Often, these will just indicate time passing. There’s also a long tradition in Japanese art of the “pillow” — a held moment of contemplative emptiness. It’s the bit of formal textual throat-clearing at the start of a poem. It’s the 10-second cutaway to a babbling brook that connects two scenes in a movie. In a VN, this pillow can evidence itself as a single line of narration, empty save for an ellipsis. There’s no good English alternative for this, so it should be kept wherever you encounter it.
    Extra credit: The multi-line ellipsis
    I saved this one for last, because it’s a bit of a special case. Against all my better instincts, it involves adding ellipses in places where the original text has none. It’s painful but it’s for a good cause.
    Sometimes, when editing or translating a VN, you’ll run across sentences that spill over onto two or more lines.
    Unlike in poetry, which uses line breaks to very deliberate effect, these multi-line monsters are almost always the result of the VN writer just running out of highway and choosing to keep on driving. Whenever possible, you should attempt to restructure such sentences so they don’t break across lines. Often, splitting an overly long sentence into two smaller ones will do the trick. If it resists your best efforts, however, maintain the break and indicate it with ellipses — one at the end of the first line, the other at the beginning of the second.
    How many dots? ALL THE DOTS!
    Another peculiarity of ellipses in Japanese VNs is that they don’t always have three dots. Depending on context and the arbitrary whims of the writer, you’ll typically see anywhere from two to six dots at a time. I’ve even seen 27 in a row once. I think it was a sex scene. Or a fight scene. Maybe both.
    Don’t let this worry you. If you’ve been following my advice, you’ve already purged most of the ellipses from the text. Of those that remain, almost all can be reduced down to familiar three-dot English ellipses. But as always, there’s at least one exception.
    Content-bearing pauses: In most cases, it’s of little concern to us whether an ellipsis consists of three, four, five, or even six dots. They’re all slight variations on the standard pause, but since English punctuation doesn’t make any such distinction, neither will we. An exception comes when the length of a pause not only adds flavor, but provides content. Consider the case of an ever-lengthening silence:
    The lengthening of the line suggests the passing of increasing amounts of time; the scene isn’t the same without it. Or consider an explosive outburst after a deafening silence:
    If you opt to stretch out an ellipsis like this, only do so in increments of three. If you’re musically inclined, think of three dots as a quarter note, six dots as a half note, etc., each one holding the silence just a bit longer than the last. Following the rule of threes keeps the text visually streamlined and helps if you ever need to convert a bunch of soft ellipses ( “...”) to hard ellipses (“…”) late in the translation process.
    A quick note about spacing
    I opt to keep things simple. If an ellipsis is at the start of a sentence or line, put one space between it and the first word. If it’s anywhere else, use no space before the ellipsis and one space after. If it’s a string of ellipses, it should be an uninterrupted series of dots with no spaces in between.
    There are also differing schools of thought as to whether an ellipsis at the end of a sentence should also be followed by a period, resulting in four dots total. Again, I opt for simplicity here and advise three dots in all cases.
    The mark of the beast
    It’s easy to tell professional translations from fan projects, it’s said; just count the number of dots. While not always true – plenty of slapdash commercial releases exist in the wild — there’s definitely something to this. More often than not, fewer ellipses are a sign that someone has taken the time to not just translate a text word for word, but thoughtfully localize it.
    Seriously, just dump the dots, folks. Your readers will thank you for it.
  2. Like
    Darbury got a reaction from Chronopolis for a blog entry, Killing the ellipsis (“...”) in VN translations   
    Let’s not mince words here. The ellipsis is a blight upon English translations of visual novels. It must be uprooted and killed with fire.
    Before the slaughter begins, however, let’s review some basics. As the name suggests, the ellipsis represents an elision — that is to say, omitted content. It functions as the “yadda yadda” of the English language. It is the “Step 2: ???” before the all-important “Step 3: Profit!” A writer deploys those three little dots to indicate either the intentional removal of something that once was there, or the pointed absence of something that should have been there.
    That’s it. That’s what the ellipsis is supposed to do. You wouldn’t know this, however, by reading nearly any English translation of a Japanese visual novel. Ellipses are scattered across the text like so many rhinestones on the sweatshirt of a Midwestern mom. They’re at the beginning of sentences, the ends, stuck randomly in the middle — sometimes even chained end to end like a writhing Human Centipede of punctuation, each little dot in the chain crying, “Kill me now!” into the anus of the next.
    It’s an absolute abattoir in there.
    This particular road to hell is paved with good intentions, however. You see, all those ellipses are also present in the original Japanese and, in an attempt at faithful translation, the TL teams have left them all sitting there for you to enjoy. The original writer had a reason for putting them in, the reasoning goes, and it’s our job to offer the purest translation of his/her vision possible.
    This, of course, is bollocks. Punctuation operates differently in different languages. Japanese ellipses are used much more liberally than their Western forbearers, particularly in popular culture (e.g., manga. light novels, etc.) Want to indicate a pause? Ellipsis. Silence? Ellipsis. Passage of time? Ellipsis. Need to fill some empty space? Ellipsis. Is it Tuesday, Thursday, or Saturday? Ellipsis, ellipsis, ellipsis. When ported over to English, most of these usages look less like carefully crafted sentences and more like a transcript of a particularly drunken Snapchat session.
    Put simply, what works in one language doesn’t always work in another. When I’m translating a Line of Text from German, for Example, I don’t capitalize all the Nouns because that’s how it was in the Original. I normalize it for English. The same needs to be done in any VN translation.
    My current rule of thumb while editing — I’ll bold it for you in red here — is as follows: Remove/replace all ellipses in a line of Japanese text unless doing so irreparably breaks the sentence or significantly changes its meaning.
    Luckily for us, English has a toolbox full of punctuation to get the job done. Commas, semicolons, periods, dashes — they’re all your friends. So let’s discuss some common situations in VNs and how we might handle them.

    The trailing ellipsis
    You’ll see lots of these littering the ends of sentences and lines, mostly to little effect. More often than not, they indicate a thought closing on anything other than a 100% full and decisive stop. Since they don’t hold the place of omitted text, we can almost always replace these ellipses with periods.
    There are a handful of situations, however, where keeping a trailing ellipsis makes sense. These include:
    The Pregnant Pause: 
    When something’s strongly implied at the end of a sentence/line, but left unsaid for dramatic effect.
    The ellipsis fills the place of the implied content, so it gets to stay. (Fun bonus fact: pauses are the only things that can get pregnant in VNs.)
    The “And So On”:
    When a statement is implied to continue for an unspecified length beyond the end of the sentence/line.
    The ellipsis here indicates there may have been a few more beers after Michelob, but the writer has decided to spare us and jump straight to Bob’s objection. Had this been more interruptive in nature, with Bob cutting Joe off immediately after “Michelob,” the ellipses would have replaced with an em-dash (—).
    The Trail-Off: 
    Similar to the “And So On,” but with the character choosing to let a statement taper off into nothingness, rather than the author.
    The opening ellipsis
    You’ll see these slightly less often, but they’re by no means infrequent. Typically, they indicate some slight hesitation at the beginning of a line of dialogue. But again, the nuance ends up being so slight and the impact so watered down through overuse that you’re almost always better off removing these ungainly beasts. An exception can be made for:
    The Reverse Pregnant Pause: 
    Just like the original Pregnant Pause, but it appears at the beginning of a sentence. Often holds the place of something a character doesn’t want to say.
    Rather than just pausing in passing, Joe is actively not admitting he thinks Joe is a jackass. That makes this line a strong candidate for an ellipsis.
    The mid-sentence ellipsis
    So, so many of these. You’ll close your eyes at night and they’ll haunt you. They’re almost always meant to indicate a slight pause in speech or thought, but trying to the read the resulting text is an exercise in frustration. There are... just so... many unnecessary... gaps. (Full disclosure: When writing scripts for TV, I’ll use ellipses like this a lot. But that’s for a very specific purpose: helping to communicate the particular rhythm of a line to the actor(s). I always avoid this in audience-facing text.)
    In almost all cases, unless there’s a marked pivot in thought, a comma will suffice.
    If the ellipsis is holding together two complete yet interwoven thoughts, a semicolon will do nicely.
    If the ellipsis is holding together two complete and independent thoughts, a period should be used.
    If ellipses are used to indicate an interruptive thought, one that breaks the main flow of the sentence, em-dashes can be used.
    Again, there are a couple situations where these mid-sentence ellipses can remain:
    The Ta-Da:
    When a pause is used for obvious dramatic effect, the ellipsis should be kept.
    The Shatner:
    When halting or stilted speech is intended for dramatic/comedic effect, ellipses may be retained.

    The empty line ellipsis
    You’ll see a lot of these. Holdovers from manga and light novels, they are explicit indicators of silence, being at a loss for words, holding one’s tongue, etc.
    In English prose, these silences would normally be held with narration — e.g., “Baconator just sat there, dripping ketchup.” You’d never see a sentence such as: ‘Harry Potter said, “...” and continued looking out the window.’ That’s because, unlike most VNs, traditional novels don’t have the crutch of character sprites and name cards appearing alongside dialogue. Due to such VN conventions, along with the technical limitations of translation — it’s frequently impossible to replace character dialogue with unvoiced narration — you should almost always leave these ellipses in place. Based on your best judgement, you can also choose to leave such variants as the questioning silence ("...?") and the excited/alarmed silence ("...!").
    It should be noted that such empty line ellipses can also be used outside of dialogue. Often, these will just indicate time passing. There’s also a long tradition in Japanese art of the “pillow” — a held moment of contemplative emptiness. It’s the bit of formal textual throat-clearing at the start of a poem. It’s the 10-second cutaway to a babbling brook that connects two scenes in a movie. In a VN, this pillow can evidence itself as a single line of narration, empty save for an ellipsis. There’s no good English alternative for this, so it should be kept wherever you encounter it.
    Extra credit: The multi-line ellipsis
    I saved this one for last, because it’s a bit of a special case. Against all my better instincts, it involves adding ellipses in places where the original text has none. It’s painful but it’s for a good cause.
    Sometimes, when editing or translating a VN, you’ll run across sentences that spill over onto two or more lines.
    Unlike in poetry, which uses line breaks to very deliberate effect, these multi-line monsters are almost always the result of the VN writer just running out of highway and choosing to keep on driving. Whenever possible, you should attempt to restructure such sentences so they don’t break across lines. Often, splitting an overly long sentence into two smaller ones will do the trick. If it resists your best efforts, however, maintain the break and indicate it with ellipses — one at the end of the first line, the other at the beginning of the second.
    How many dots? ALL THE DOTS!
    Another peculiarity of ellipses in Japanese VNs is that they don’t always have three dots. Depending on context and the arbitrary whims of the writer, you’ll typically see anywhere from two to six dots at a time. I’ve even seen 27 in a row once. I think it was a sex scene. Or a fight scene. Maybe both.
    Don’t let this worry you. If you’ve been following my advice, you’ve already purged most of the ellipses from the text. Of those that remain, almost all can be reduced down to familiar three-dot English ellipses. But as always, there’s at least one exception.
    Content-bearing pauses: In most cases, it’s of little concern to us whether an ellipsis consists of three, four, five, or even six dots. They’re all slight variations on the standard pause, but since English punctuation doesn’t make any such distinction, neither will we. An exception comes when the length of a pause not only adds flavor, but provides content. Consider the case of an ever-lengthening silence:
    The lengthening of the line suggests the passing of increasing amounts of time; the scene isn’t the same without it. Or consider an explosive outburst after a deafening silence:
    If you opt to stretch out an ellipsis like this, only do so in increments of three. If you’re musically inclined, think of three dots as a quarter note, six dots as a half note, etc., each one holding the silence just a bit longer than the last. Following the rule of threes keeps the text visually streamlined and helps if you ever need to convert a bunch of soft ellipses ( “...”) to hard ellipses (“…”) late in the translation process.
    A quick note about spacing
    I opt to keep things simple. If an ellipsis is at the start of a sentence or line, put one space between it and the first word. If it’s anywhere else, use no space before the ellipsis and one space after. If it’s a string of ellipses, it should be an uninterrupted series of dots with no spaces in between.
    There are also differing schools of thought as to whether an ellipsis at the end of a sentence should also be followed by a period, resulting in four dots total. Again, I opt for simplicity here and advise three dots in all cases.
    The mark of the beast
    It’s easy to tell professional translations from fan projects, it’s said; just count the number of dots. While not always true – plenty of slapdash commercial releases exist in the wild — there’s definitely something to this. More often than not, fewer ellipses are a sign that someone has taken the time to not just translate a text word for word, but thoughtfully localize it.
    Seriously, just dump the dots, folks. Your readers will thank you for it.
  3. Like
    Darbury got a reaction from 1P1A for a blog entry, Killing the ellipsis (“...”) in VN translations   
    Let’s not mince words here. The ellipsis is a blight upon English translations of visual novels. It must be uprooted and killed with fire.
    Before the slaughter begins, however, let’s review some basics. As the name suggests, the ellipsis represents an elision — that is to say, omitted content. It functions as the “yadda yadda” of the English language. It is the “Step 2: ???” before the all-important “Step 3: Profit!” A writer deploys those three little dots to indicate either the intentional removal of something that once was there, or the pointed absence of something that should have been there.
    That’s it. That’s what the ellipsis is supposed to do. You wouldn’t know this, however, by reading nearly any English translation of a Japanese visual novel. Ellipses are scattered across the text like so many rhinestones on the sweatshirt of a Midwestern mom. They’re at the beginning of sentences, the ends, stuck randomly in the middle — sometimes even chained end to end like a writhing Human Centipede of punctuation, each little dot in the chain crying, “Kill me now!” into the anus of the next.
    It’s an absolute abattoir in there.
    This particular road to hell is paved with good intentions, however. You see, all those ellipses are also present in the original Japanese and, in an attempt at faithful translation, the TL teams have left them all sitting there for you to enjoy. The original writer had a reason for putting them in, the reasoning goes, and it’s our job to offer the purest translation of his/her vision possible.
    This, of course, is bollocks. Punctuation operates differently in different languages. Japanese ellipses are used much more liberally than their Western forbearers, particularly in popular culture (e.g., manga. light novels, etc.) Want to indicate a pause? Ellipsis. Silence? Ellipsis. Passage of time? Ellipsis. Need to fill some empty space? Ellipsis. Is it Tuesday, Thursday, or Saturday? Ellipsis, ellipsis, ellipsis. When ported over to English, most of these usages look less like carefully crafted sentences and more like a transcript of a particularly drunken Snapchat session.
    Put simply, what works in one language doesn’t always work in another. When I’m translating a Line of Text from German, for Example, I don’t capitalize all the Nouns because that’s how it was in the Original. I normalize it for English. The same needs to be done in any VN translation.
    My current rule of thumb while editing — I’ll bold it for you in red here — is as follows: Remove/replace all ellipses in a line of Japanese text unless doing so irreparably breaks the sentence or significantly changes its meaning.
    Luckily for us, English has a toolbox full of punctuation to get the job done. Commas, semicolons, periods, dashes — they’re all your friends. So let’s discuss some common situations in VNs and how we might handle them.

    The trailing ellipsis
    You’ll see lots of these littering the ends of sentences and lines, mostly to little effect. More often than not, they indicate a thought closing on anything other than a 100% full and decisive stop. Since they don’t hold the place of omitted text, we can almost always replace these ellipses with periods.
    There are a handful of situations, however, where keeping a trailing ellipsis makes sense. These include:
    The Pregnant Pause: 
    When something’s strongly implied at the end of a sentence/line, but left unsaid for dramatic effect.
    The ellipsis fills the place of the implied content, so it gets to stay. (Fun bonus fact: pauses are the only things that can get pregnant in VNs.)
    The “And So On”:
    When a statement is implied to continue for an unspecified length beyond the end of the sentence/line.
    The ellipsis here indicates there may have been a few more beers after Michelob, but the writer has decided to spare us and jump straight to Bob’s objection. Had this been more interruptive in nature, with Bob cutting Joe off immediately after “Michelob,” the ellipses would have replaced with an em-dash (—).
    The Trail-Off: 
    Similar to the “And So On,” but with the character choosing to let a statement taper off into nothingness, rather than the author.
    The opening ellipsis
    You’ll see these slightly less often, but they’re by no means infrequent. Typically, they indicate some slight hesitation at the beginning of a line of dialogue. But again, the nuance ends up being so slight and the impact so watered down through overuse that you’re almost always better off removing these ungainly beasts. An exception can be made for:
    The Reverse Pregnant Pause: 
    Just like the original Pregnant Pause, but it appears at the beginning of a sentence. Often holds the place of something a character doesn’t want to say.
    Rather than just pausing in passing, Joe is actively not admitting he thinks Joe is a jackass. That makes this line a strong candidate for an ellipsis.
    The mid-sentence ellipsis
    So, so many of these. You’ll close your eyes at night and they’ll haunt you. They’re almost always meant to indicate a slight pause in speech or thought, but trying to the read the resulting text is an exercise in frustration. There are... just so... many unnecessary... gaps. (Full disclosure: When writing scripts for TV, I’ll use ellipses like this a lot. But that’s for a very specific purpose: helping to communicate the particular rhythm of a line to the actor(s). I always avoid this in audience-facing text.)
    In almost all cases, unless there’s a marked pivot in thought, a comma will suffice.
    If the ellipsis is holding together two complete yet interwoven thoughts, a semicolon will do nicely.
    If the ellipsis is holding together two complete and independent thoughts, a period should be used.
    If ellipses are used to indicate an interruptive thought, one that breaks the main flow of the sentence, em-dashes can be used.
    Again, there are a couple situations where these mid-sentence ellipses can remain:
    The Ta-Da:
    When a pause is used for obvious dramatic effect, the ellipsis should be kept.
    The Shatner:
    When halting or stilted speech is intended for dramatic/comedic effect, ellipses may be retained.

    The empty line ellipsis
    You’ll see a lot of these. Holdovers from manga and light novels, they are explicit indicators of silence, being at a loss for words, holding one’s tongue, etc.
    In English prose, these silences would normally be held with narration — e.g., “Baconator just sat there, dripping ketchup.” You’d never see a sentence such as: ‘Harry Potter said, “...” and continued looking out the window.’ That’s because, unlike most VNs, traditional novels don’t have the crutch of character sprites and name cards appearing alongside dialogue. Due to such VN conventions, along with the technical limitations of translation — it’s frequently impossible to replace character dialogue with unvoiced narration — you should almost always leave these ellipses in place. Based on your best judgement, you can also choose to leave such variants as the questioning silence ("...?") and the excited/alarmed silence ("...!").
    It should be noted that such empty line ellipses can also be used outside of dialogue. Often, these will just indicate time passing. There’s also a long tradition in Japanese art of the “pillow” — a held moment of contemplative emptiness. It’s the bit of formal textual throat-clearing at the start of a poem. It’s the 10-second cutaway to a babbling brook that connects two scenes in a movie. In a VN, this pillow can evidence itself as a single line of narration, empty save for an ellipsis. There’s no good English alternative for this, so it should be kept wherever you encounter it.
    Extra credit: The multi-line ellipsis
    I saved this one for last, because it’s a bit of a special case. Against all my better instincts, it involves adding ellipses in places where the original text has none. It’s painful but it’s for a good cause.
    Sometimes, when editing or translating a VN, you’ll run across sentences that spill over onto two or more lines.
    Unlike in poetry, which uses line breaks to very deliberate effect, these multi-line monsters are almost always the result of the VN writer just running out of highway and choosing to keep on driving. Whenever possible, you should attempt to restructure such sentences so they don’t break across lines. Often, splitting an overly long sentence into two smaller ones will do the trick. If it resists your best efforts, however, maintain the break and indicate it with ellipses — one at the end of the first line, the other at the beginning of the second.
    How many dots? ALL THE DOTS!
    Another peculiarity of ellipses in Japanese VNs is that they don’t always have three dots. Depending on context and the arbitrary whims of the writer, you’ll typically see anywhere from two to six dots at a time. I’ve even seen 27 in a row once. I think it was a sex scene. Or a fight scene. Maybe both.
    Don’t let this worry you. If you’ve been following my advice, you’ve already purged most of the ellipses from the text. Of those that remain, almost all can be reduced down to familiar three-dot English ellipses. But as always, there’s at least one exception.
    Content-bearing pauses: In most cases, it’s of little concern to us whether an ellipsis consists of three, four, five, or even six dots. They’re all slight variations on the standard pause, but since English punctuation doesn’t make any such distinction, neither will we. An exception comes when the length of a pause not only adds flavor, but provides content. Consider the case of an ever-lengthening silence:
    The lengthening of the line suggests the passing of increasing amounts of time; the scene isn’t the same without it. Or consider an explosive outburst after a deafening silence:
    If you opt to stretch out an ellipsis like this, only do so in increments of three. If you’re musically inclined, think of three dots as a quarter note, six dots as a half note, etc., each one holding the silence just a bit longer than the last. Following the rule of threes keeps the text visually streamlined and helps if you ever need to convert a bunch of soft ellipses ( “...”) to hard ellipses (“…”) late in the translation process.
    A quick note about spacing
    I opt to keep things simple. If an ellipsis is at the start of a sentence or line, put one space between it and the first word. If it’s anywhere else, use no space before the ellipsis and one space after. If it’s a string of ellipses, it should be an uninterrupted series of dots with no spaces in between.
    There are also differing schools of thought as to whether an ellipsis at the end of a sentence should also be followed by a period, resulting in four dots total. Again, I opt for simplicity here and advise three dots in all cases.
    The mark of the beast
    It’s easy to tell professional translations from fan projects, it’s said; just count the number of dots. While not always true – plenty of slapdash commercial releases exist in the wild — there’s definitely something to this. More often than not, fewer ellipses are a sign that someone has taken the time to not just translate a text word for word, but thoughtfully localize it.
    Seriously, just dump the dots, folks. Your readers will thank you for it.
  4. Like
    Darbury got a reaction from Vorathiel for a blog entry, Killing the ellipsis (“...”) in VN translations   
    Let’s not mince words here. The ellipsis is a blight upon English translations of visual novels. It must be uprooted and killed with fire.
    Before the slaughter begins, however, let’s review some basics. As the name suggests, the ellipsis represents an elision — that is to say, omitted content. It functions as the “yadda yadda” of the English language. It is the “Step 2: ???” before the all-important “Step 3: Profit!” A writer deploys those three little dots to indicate either the intentional removal of something that once was there, or the pointed absence of something that should have been there.
    That’s it. That’s what the ellipsis is supposed to do. You wouldn’t know this, however, by reading nearly any English translation of a Japanese visual novel. Ellipses are scattered across the text like so many rhinestones on the sweatshirt of a Midwestern mom. They’re at the beginning of sentences, the ends, stuck randomly in the middle — sometimes even chained end to end like a writhing Human Centipede of punctuation, each little dot in the chain crying, “Kill me now!” into the anus of the next.
    It’s an absolute abattoir in there.
    This particular road to hell is paved with good intentions, however. You see, all those ellipses are also present in the original Japanese and, in an attempt at faithful translation, the TL teams have left them all sitting there for you to enjoy. The original writer had a reason for putting them in, the reasoning goes, and it’s our job to offer the purest translation of his/her vision possible.
    This, of course, is bollocks. Punctuation operates differently in different languages. Japanese ellipses are used much more liberally than their Western forbearers, particularly in popular culture (e.g., manga. light novels, etc.) Want to indicate a pause? Ellipsis. Silence? Ellipsis. Passage of time? Ellipsis. Need to fill some empty space? Ellipsis. Is it Tuesday, Thursday, or Saturday? Ellipsis, ellipsis, ellipsis. When ported over to English, most of these usages look less like carefully crafted sentences and more like a transcript of a particularly drunken Snapchat session.
    Put simply, what works in one language doesn’t always work in another. When I’m translating a Line of Text from German, for Example, I don’t capitalize all the Nouns because that’s how it was in the Original. I normalize it for English. The same needs to be done in any VN translation.
    My current rule of thumb while editing — I’ll bold it for you in red here — is as follows: Remove/replace all ellipses in a line of Japanese text unless doing so irreparably breaks the sentence or significantly changes its meaning.
    Luckily for us, English has a toolbox full of punctuation to get the job done. Commas, semicolons, periods, dashes — they’re all your friends. So let’s discuss some common situations in VNs and how we might handle them.

    The trailing ellipsis
    You’ll see lots of these littering the ends of sentences and lines, mostly to little effect. More often than not, they indicate a thought closing on anything other than a 100% full and decisive stop. Since they don’t hold the place of omitted text, we can almost always replace these ellipses with periods.
    There are a handful of situations, however, where keeping a trailing ellipsis makes sense. These include:
    The Pregnant Pause: 
    When something’s strongly implied at the end of a sentence/line, but left unsaid for dramatic effect.
    The ellipsis fills the place of the implied content, so it gets to stay. (Fun bonus fact: pauses are the only things that can get pregnant in VNs.)
    The “And So On”:
    When a statement is implied to continue for an unspecified length beyond the end of the sentence/line.
    The ellipsis here indicates there may have been a few more beers after Michelob, but the writer has decided to spare us and jump straight to Bob’s objection. Had this been more interruptive in nature, with Bob cutting Joe off immediately after “Michelob,” the ellipses would have replaced with an em-dash (—).
    The Trail-Off: 
    Similar to the “And So On,” but with the character choosing to let a statement taper off into nothingness, rather than the author.
    The opening ellipsis
    You’ll see these slightly less often, but they’re by no means infrequent. Typically, they indicate some slight hesitation at the beginning of a line of dialogue. But again, the nuance ends up being so slight and the impact so watered down through overuse that you’re almost always better off removing these ungainly beasts. An exception can be made for:
    The Reverse Pregnant Pause: 
    Just like the original Pregnant Pause, but it appears at the beginning of a sentence. Often holds the place of something a character doesn’t want to say.
    Rather than just pausing in passing, Joe is actively not admitting he thinks Joe is a jackass. That makes this line a strong candidate for an ellipsis.
    The mid-sentence ellipsis
    So, so many of these. You’ll close your eyes at night and they’ll haunt you. They’re almost always meant to indicate a slight pause in speech or thought, but trying to the read the resulting text is an exercise in frustration. There are... just so... many unnecessary... gaps. (Full disclosure: When writing scripts for TV, I’ll use ellipses like this a lot. But that’s for a very specific purpose: helping to communicate the particular rhythm of a line to the actor(s). I always avoid this in audience-facing text.)
    In almost all cases, unless there’s a marked pivot in thought, a comma will suffice.
    If the ellipsis is holding together two complete yet interwoven thoughts, a semicolon will do nicely.
    If the ellipsis is holding together two complete and independent thoughts, a period should be used.
    If ellipses are used to indicate an interruptive thought, one that breaks the main flow of the sentence, em-dashes can be used.
    Again, there are a couple situations where these mid-sentence ellipses can remain:
    The Ta-Da:
    When a pause is used for obvious dramatic effect, the ellipsis should be kept.
    The Shatner:
    When halting or stilted speech is intended for dramatic/comedic effect, ellipses may be retained.

    The empty line ellipsis
    You’ll see a lot of these. Holdovers from manga and light novels, they are explicit indicators of silence, being at a loss for words, holding one’s tongue, etc.
    In English prose, these silences would normally be held with narration — e.g., “Baconator just sat there, dripping ketchup.” You’d never see a sentence such as: ‘Harry Potter said, “...” and continued looking out the window.’ That’s because, unlike most VNs, traditional novels don’t have the crutch of character sprites and name cards appearing alongside dialogue. Due to such VN conventions, along with the technical limitations of translation — it’s frequently impossible to replace character dialogue with unvoiced narration — you should almost always leave these ellipses in place. Based on your best judgement, you can also choose to leave such variants as the questioning silence ("...?") and the excited/alarmed silence ("...!").
    It should be noted that such empty line ellipses can also be used outside of dialogue. Often, these will just indicate time passing. There’s also a long tradition in Japanese art of the “pillow” — a held moment of contemplative emptiness. It’s the bit of formal textual throat-clearing at the start of a poem. It’s the 10-second cutaway to a babbling brook that connects two scenes in a movie. In a VN, this pillow can evidence itself as a single line of narration, empty save for an ellipsis. There’s no good English alternative for this, so it should be kept wherever you encounter it.
    Extra credit: The multi-line ellipsis
    I saved this one for last, because it’s a bit of a special case. Against all my better instincts, it involves adding ellipses in places where the original text has none. It’s painful but it’s for a good cause.
    Sometimes, when editing or translating a VN, you’ll run across sentences that spill over onto two or more lines.
    Unlike in poetry, which uses line breaks to very deliberate effect, these multi-line monsters are almost always the result of the VN writer just running out of highway and choosing to keep on driving. Whenever possible, you should attempt to restructure such sentences so they don’t break across lines. Often, splitting an overly long sentence into two smaller ones will do the trick. If it resists your best efforts, however, maintain the break and indicate it with ellipses — one at the end of the first line, the other at the beginning of the second.
    How many dots? ALL THE DOTS!
    Another peculiarity of ellipses in Japanese VNs is that they don’t always have three dots. Depending on context and the arbitrary whims of the writer, you’ll typically see anywhere from two to six dots at a time. I’ve even seen 27 in a row once. I think it was a sex scene. Or a fight scene. Maybe both.
    Don’t let this worry you. If you’ve been following my advice, you’ve already purged most of the ellipses from the text. Of those that remain, almost all can be reduced down to familiar three-dot English ellipses. But as always, there’s at least one exception.
    Content-bearing pauses: In most cases, it’s of little concern to us whether an ellipsis consists of three, four, five, or even six dots. They’re all slight variations on the standard pause, but since English punctuation doesn’t make any such distinction, neither will we. An exception comes when the length of a pause not only adds flavor, but provides content. Consider the case of an ever-lengthening silence:
    The lengthening of the line suggests the passing of increasing amounts of time; the scene isn’t the same without it. Or consider an explosive outburst after a deafening silence:
    If you opt to stretch out an ellipsis like this, only do so in increments of three. If you’re musically inclined, think of three dots as a quarter note, six dots as a half note, etc., each one holding the silence just a bit longer than the last. Following the rule of threes keeps the text visually streamlined and helps if you ever need to convert a bunch of soft ellipses ( “...”) to hard ellipses (“…”) late in the translation process.
    A quick note about spacing
    I opt to keep things simple. If an ellipsis is at the start of a sentence or line, put one space between it and the first word. If it’s anywhere else, use no space before the ellipsis and one space after. If it’s a string of ellipses, it should be an uninterrupted series of dots with no spaces in between.
    There are also differing schools of thought as to whether an ellipsis at the end of a sentence should also be followed by a period, resulting in four dots total. Again, I opt for simplicity here and advise three dots in all cases.
    The mark of the beast
    It’s easy to tell professional translations from fan projects, it’s said; just count the number of dots. While not always true – plenty of slapdash commercial releases exist in the wild — there’s definitely something to this. More often than not, fewer ellipses are a sign that someone has taken the time to not just translate a text word for word, but thoughtfully localize it.
    Seriously, just dump the dots, folks. Your readers will thank you for it.
  5. Like
    Darbury reacted to Aizen-Sama for a blog entry, Majo Koi Nikki TL Weekly Update 3   
    Ren   \/
    Hello guys! Third weekly update. Things are progressing smoothly and everything's going accord to plan for now. Recruiting is going well, we managed to fill the position for the proofreader (might open another position for it in the future, but not for now) and a new translator came aboard, making the total of five for now. Welcome @Darbury (Proofreader) and @frogstat (translator) and thank you for joining us!
    Okay, so since several people have asked me this already I'll do a short Q&A answering the questions that some concerned people might ask.
    Q- You guys have 5 translators for one game, isn't that going to mess up the quality/style of writing in the end?
    A- Not really. Since we only have 1 Editor (a.k.a me) all of the different styles that the translators possess will have to pass through me, unifying the style in the end and making it readable and fluid. We do care a lot about the player experience regarding that aspect.
    Q- Why do you have an open slot for a new Editor since you're constantly saying that you're the only one? Wouldn't two Editors mess up the writing style?
    A- This one is a toughie. First of all, I'm not just the Editor. I take care about everything that happens outside of the team as well as Editing (Recruiting mostly) in order to ease everyone's work inside as much as possible, since I want them to focus to their positions only. Having another Editor helping me would lift a heavy weight from my back. About the writing style, I am a very selective person when it comes to English, so when an Editor gets recruited we'll both make sure to keep everything as smooth and continuous as possible so the player either doesn't notice or barely notices our styles.
    Anyways, the progress:
    TL: 5% to 7% (2965/40394)
    Edit: 3% (1180/40394)
    Due to school and homework issues @frogstat will start translating next week by thursday. Almost all of the scripts belonging to the first part of the prologue (before the game OP pops up) are finished. I'm still trying to figure out a way to promote the game legally without having to spend 100 bucks in Amazon, so if you somehow find a legal way to buy the game cheaper please let me know.
    This is all for this weekend. Have a nice day and see you soon I guess.
    (By the way, there has been no edit progress whatsoever because I've been very busy with life in general and team recruitment.)
  6. Like
    Darbury got a reaction from Funyarinpa for a blog entry, Gone Home is a visual novel. Deal with it.   
    This past weekend marked the unofficial start of summer here in the States, and to celebrate, dictionary publisher Merriam-Webster threw down the gauntlet in a major way. The hot dog, it declared, is a sandwich. It consists of bread (the bun) holding some filling (a plump, juicy hot dog). It meets the textbook definition of a sandwich. Therefore, it’s a sandwich.
    The reaction from Team Hot Dog was swift. “Nooo! That’s not true!” they Luke Skywalkered across the Twiterverse. “Hot dogs are hot dogs! Shuttuuuuuhp!” Whereas Team Sandwich raised nary a peep. “Cool,” they said. “We like sandwiches. Welcome to the club.”
    And why was that? Maybe a look at similar sort of statement can help us try to figure it out:
    Gone Home is a visual novel.

    Nooo! That’s not true! Gone Home isn’t a VN! Shuttuuuuhp!
    Very light spoilers to follow.
    If you don’t know, Gone Home is a game that came out in 2013, created by a handful of former BioShock devs. In it, you assume the role of an American college student who comes home from a year abroad only to find her parents’ house deserted, a cryptic note from her sister taped to the front door. The rest of the game is spent finding out just what happened.
    Except it’s not a “game” as such. And you don’t really “play.” You simply wander the house using FPS controls, going from room to room and reading/hearing scattered bits of documentary evidence – letters, journal entries, crumpled-up notes, etc. – that help you unravel the mystery. That’s it. Some gamers have dismissively called it a “walking simulator,” but there’s clearly more to it than that. Gone Home is a digital experience that exists primarily to convey an authored text, one that shares structural similarities with traditional novels/short stories. That text is then given strong support by on-screen visual elements to form a cohesive whole.
    While there’s no hard and fast definition of “visual novel” that I’m aware of, the above seems to do the job pretty well. And by that definition, Gone Home is a visual novel.
    Nooo! It’s not a VN! It doesn’t take the form of a written novel!
    Sure it does – an epistolary novel, to be specific. Here, I’ll even save you the trip to Wikipedia:
    Some well-known entries in this genre include Frankenstein, Dracula, Bridget Jones’s Diary, and World War Z. In Gone Home’s case, the main narrative thread is told via your sister’s journal entries, which are penned as letters in absentia to you. Additional plot is introduced via other letters, newspaper clippings, and historical documents. Sound familiar? Yup. In fact, if you printed the collected documents of Gone Home in paperback, it would hold up extremely well as an example of the epistolary form.
    Gone Home is a visual novel. Deal with it.

    Nooo! It’s not a VN! You walk around in a 3D environment!
    So what? Macbeth is a play; we can all agree on that. Sleep No More is a highly regarded re-contextualizing of that play as performance spaces meant to be walked through and experienced. The fact that you sit on your ass through one and physically traverse the other doesn’t change the fact that both are plays. They both have actors, scenes, and staging.
    And besides, several other VN titles use the exploration of 3D environments to frame their textual elements – Corpse Party: Book of Shadows, Danganronpa, etc.
    Gone Home is a visual novel. Deal with it.
    Nooo! It’s not a VN! It’s a game that just happens to have text!
    There’s almost zero “gameplay” in Gone Home. Seriously. Most of one’s time in so-called “narrative-driven” games like BioShock or Final Fantasy [n] or Persona is spent doing non-narrative things – fighting, more often than not. In Gone Home, if you’re not reading/listening to documents, you’re usually (a) walking, (b) turning on lamps, or (c) opening cupboards and looking at cans of soup. The “game,” such as it is, exists solely to deliver the narrative.
    Baldr Sky, Aselia, the Rance VNs – all have far more gameplay than Gone Home could ever dream of.
    Gone Home is a visual novel. Deal with it.

    Nooo! It’s not a VN! You can finish the game without reading most of it!
    While Gone Home definitely gives you a great deal of leeway in what you choose to read, and in what order, there are still certain key documents that act as plot gateways. These help ensure there’s a beginning, a middle, and an end with an identifiable narrative arc in between.
    Anyway, I can also “finish” a more traditional VN without reading most of it. Maybe I get an early bad ending. Or I can read one route to completion and decide to stop, missing most of the content.
    Gone Home is a visual novel. Deal with it.
    Nooo! It’s not a VN! If it is, then any game can claim the same!
    Nope. Slippery slope denied. Just because Gone Home can be considered a VN, that doesn’t mean Tetris or Call of Duty: Jackalope can; it’s still a fairly high bar. Take The Walking Dead series by Telltale, for example. A number of people have argued that these games could (and should) be considered VNs, but I’d disagree. That could be a whole blog post by itself, but suffice to say their narrative form is much closer to that of a TV script than a novel or story.
    All kings are men, but not all men are kings. Just because VNs prioritize narrative doesn’t mean all games that prioritize narrative are VNs.

    Nooo! It’s not a VN! It doesn’t have sprites against a background!
    So what? Go tell that to Narcissu.
    Nooo! It’s not a VN! It doesn’t have hand-drawn art!
    So what? Go tell that to any recent VN using 3D character models/backdrops.
    Nooo! It’s not a VN! It doesn’t have routes! And heroines!
    Are we seriously having this conversation?
    Nooo! It’s not a VN! Its creators don’t even call it that!
    So what? Authorial intent means nothing. All the audience can judge is what’s on the page/screen. And what’s there is a visual novel. (For the record, the devs call it a "story exploration" game.)
    Okay, class. What have we learned?
    Our Gone Home experiment, interestingly enough, is the reverse of the hot dog situation. Visual novel fans (a.k.a., Team Sandwich) tend to be the ones arguing against Gone Home (a.k.a., Team Hot Dog) being considered part of the genre, rather than the other way around. Larger resists smaller, rather than smaller resisting larger. And why is that?
    For Team Hot Dog, the object of its affection is more than a tube-shaped piece of meat on a bun. It’s the whole emotional experience surrounding the idea of “hot dog” – the childhood ballgames, the smell of charcoal in the backyard grill. There’s a good reason I can watch the Nathan’s Hot Dog Eating Contest on TV next month, but not the Boar’s Head Ham and Cheese on Rye Eating Contest. To admit that a hot dog is just a sandwich is to risk making it less special somehow, to blur the lines of its magic.
    And for members of Team VN, a “visual novel” is more than just any old game that combines textual narrative with computer graphics. It’s also the emotional experience of all the VNs they’ve played until now – experiences that are often colored by very specific art styles and narrative conceits. To admit that a “game” like Gone Home can be a visual novel is to risk making the genre seem less special somehow, to blur the lines of its magic.
    In both cases, the emotional experience of a thing proves to be just as true and just as powerful as the dictionary definition of that thing. And unless your name happens to be Merriam or Webster, there’s very little to be done about the latter. But the former is a matter of personal interpretation; personal interpretation remains a hill that one can choose to defend and, indeed, die upon.
    In other words, it’s possible for the statements “Gone Home is a visual novel,” and “I don’t consider Gone Home to be a visual novel,” to both be true simultaneously. But if you put ketchup on your hot dog sandwich, you’re just a bloody idiot.
    Update #1: Now watch as I argue that Gone Home really isn't a visual novel. Proof you can have your cake and piss on it too.
  7. Like
    Darbury got a reaction from Tay for a blog entry, Gone Home is a visual novel. Deal with it.   
    This past weekend marked the unofficial start of summer here in the States, and to celebrate, dictionary publisher Merriam-Webster threw down the gauntlet in a major way. The hot dog, it declared, is a sandwich. It consists of bread (the bun) holding some filling (a plump, juicy hot dog). It meets the textbook definition of a sandwich. Therefore, it’s a sandwich.
    The reaction from Team Hot Dog was swift. “Nooo! That’s not true!” they Luke Skywalkered across the Twiterverse. “Hot dogs are hot dogs! Shuttuuuuuhp!” Whereas Team Sandwich raised nary a peep. “Cool,” they said. “We like sandwiches. Welcome to the club.”
    And why was that? Maybe a look at similar sort of statement can help us try to figure it out:
    Gone Home is a visual novel.

    Nooo! That’s not true! Gone Home isn’t a VN! Shuttuuuuhp!
    Very light spoilers to follow.
    If you don’t know, Gone Home is a game that came out in 2013, created by a handful of former BioShock devs. In it, you assume the role of an American college student who comes home from a year abroad only to find her parents’ house deserted, a cryptic note from her sister taped to the front door. The rest of the game is spent finding out just what happened.
    Except it’s not a “game” as such. And you don’t really “play.” You simply wander the house using FPS controls, going from room to room and reading/hearing scattered bits of documentary evidence – letters, journal entries, crumpled-up notes, etc. – that help you unravel the mystery. That’s it. Some gamers have dismissively called it a “walking simulator,” but there’s clearly more to it than that. Gone Home is a digital experience that exists primarily to convey an authored text, one that shares structural similarities with traditional novels/short stories. That text is then given strong support by on-screen visual elements to form a cohesive whole.
    While there’s no hard and fast definition of “visual novel” that I’m aware of, the above seems to do the job pretty well. And by that definition, Gone Home is a visual novel.
    Nooo! It’s not a VN! It doesn’t take the form of a written novel!
    Sure it does – an epistolary novel, to be specific. Here, I’ll even save you the trip to Wikipedia:
    Some well-known entries in this genre include Frankenstein, Dracula, Bridget Jones’s Diary, and World War Z. In Gone Home’s case, the main narrative thread is told via your sister’s journal entries, which are penned as letters in absentia to you. Additional plot is introduced via other letters, newspaper clippings, and historical documents. Sound familiar? Yup. In fact, if you printed the collected documents of Gone Home in paperback, it would hold up extremely well as an example of the epistolary form.
    Gone Home is a visual novel. Deal with it.

    Nooo! It’s not a VN! You walk around in a 3D environment!
    So what? Macbeth is a play; we can all agree on that. Sleep No More is a highly regarded re-contextualizing of that play as performance spaces meant to be walked through and experienced. The fact that you sit on your ass through one and physically traverse the other doesn’t change the fact that both are plays. They both have actors, scenes, and staging.
    And besides, several other VN titles use the exploration of 3D environments to frame their textual elements – Corpse Party: Book of Shadows, Danganronpa, etc.
    Gone Home is a visual novel. Deal with it.
    Nooo! It’s not a VN! It’s a game that just happens to have text!
    There’s almost zero “gameplay” in Gone Home. Seriously. Most of one’s time in so-called “narrative-driven” games like BioShock or Final Fantasy [n] or Persona is spent doing non-narrative things – fighting, more often than not. In Gone Home, if you’re not reading/listening to documents, you’re usually (a) walking, (b) turning on lamps, or (c) opening cupboards and looking at cans of soup. The “game,” such as it is, exists solely to deliver the narrative.
    Baldr Sky, Aselia, the Rance VNs – all have far more gameplay than Gone Home could ever dream of.
    Gone Home is a visual novel. Deal with it.

    Nooo! It’s not a VN! You can finish the game without reading most of it!
    While Gone Home definitely gives you a great deal of leeway in what you choose to read, and in what order, there are still certain key documents that act as plot gateways. These help ensure there’s a beginning, a middle, and an end with an identifiable narrative arc in between.
    Anyway, I can also “finish” a more traditional VN without reading most of it. Maybe I get an early bad ending. Or I can read one route to completion and decide to stop, missing most of the content.
    Gone Home is a visual novel. Deal with it.
    Nooo! It’s not a VN! If it is, then any game can claim the same!
    Nope. Slippery slope denied. Just because Gone Home can be considered a VN, that doesn’t mean Tetris or Call of Duty: Jackalope can; it’s still a fairly high bar. Take The Walking Dead series by Telltale, for example. A number of people have argued that these games could (and should) be considered VNs, but I’d disagree. That could be a whole blog post by itself, but suffice to say their narrative form is much closer to that of a TV script than a novel or story.
    All kings are men, but not all men are kings. Just because VNs prioritize narrative doesn’t mean all games that prioritize narrative are VNs.

    Nooo! It’s not a VN! It doesn’t have sprites against a background!
    So what? Go tell that to Narcissu.
    Nooo! It’s not a VN! It doesn’t have hand-drawn art!
    So what? Go tell that to any recent VN using 3D character models/backdrops.
    Nooo! It’s not a VN! It doesn’t have routes! And heroines!
    Are we seriously having this conversation?
    Nooo! It’s not a VN! Its creators don’t even call it that!
    So what? Authorial intent means nothing. All the audience can judge is what’s on the page/screen. And what’s there is a visual novel. (For the record, the devs call it a "story exploration" game.)
    Okay, class. What have we learned?
    Our Gone Home experiment, interestingly enough, is the reverse of the hot dog situation. Visual novel fans (a.k.a., Team Sandwich) tend to be the ones arguing against Gone Home (a.k.a., Team Hot Dog) being considered part of the genre, rather than the other way around. Larger resists smaller, rather than smaller resisting larger. And why is that?
    For Team Hot Dog, the object of its affection is more than a tube-shaped piece of meat on a bun. It’s the whole emotional experience surrounding the idea of “hot dog” – the childhood ballgames, the smell of charcoal in the backyard grill. There’s a good reason I can watch the Nathan’s Hot Dog Eating Contest on TV next month, but not the Boar’s Head Ham and Cheese on Rye Eating Contest. To admit that a hot dog is just a sandwich is to risk making it less special somehow, to blur the lines of its magic.
    And for members of Team VN, a “visual novel” is more than just any old game that combines textual narrative with computer graphics. It’s also the emotional experience of all the VNs they’ve played until now – experiences that are often colored by very specific art styles and narrative conceits. To admit that a “game” like Gone Home can be a visual novel is to risk making the genre seem less special somehow, to blur the lines of its magic.
    In both cases, the emotional experience of a thing proves to be just as true and just as powerful as the dictionary definition of that thing. And unless your name happens to be Merriam or Webster, there’s very little to be done about the latter. But the former is a matter of personal interpretation; personal interpretation remains a hill that one can choose to defend and, indeed, die upon.
    In other words, it’s possible for the statements “Gone Home is a visual novel,” and “I don’t consider Gone Home to be a visual novel,” to both be true simultaneously. But if you put ketchup on your hot dog sandwich, you’re just a bloody idiot.
    Update #1: Now watch as I argue that Gone Home really isn't a visual novel. Proof you can have your cake and piss on it too.
  8. Like
    Darbury got a reaction from john 'mr. customer' smith for a blog entry, Gone Home is a visual novel. Deal with it.   
    This past weekend marked the unofficial start of summer here in the States, and to celebrate, dictionary publisher Merriam-Webster threw down the gauntlet in a major way. The hot dog, it declared, is a sandwich. It consists of bread (the bun) holding some filling (a plump, juicy hot dog). It meets the textbook definition of a sandwich. Therefore, it’s a sandwich.
    The reaction from Team Hot Dog was swift. “Nooo! That’s not true!” they Luke Skywalkered across the Twiterverse. “Hot dogs are hot dogs! Shuttuuuuuhp!” Whereas Team Sandwich raised nary a peep. “Cool,” they said. “We like sandwiches. Welcome to the club.”
    And why was that? Maybe a look at similar sort of statement can help us try to figure it out:
    Gone Home is a visual novel.

    Nooo! That’s not true! Gone Home isn’t a VN! Shuttuuuuhp!
    Very light spoilers to follow.
    If you don’t know, Gone Home is a game that came out in 2013, created by a handful of former BioShock devs. In it, you assume the role of an American college student who comes home from a year abroad only to find her parents’ house deserted, a cryptic note from her sister taped to the front door. The rest of the game is spent finding out just what happened.
    Except it’s not a “game” as such. And you don’t really “play.” You simply wander the house using FPS controls, going from room to room and reading/hearing scattered bits of documentary evidence – letters, journal entries, crumpled-up notes, etc. – that help you unravel the mystery. That’s it. Some gamers have dismissively called it a “walking simulator,” but there’s clearly more to it than that. Gone Home is a digital experience that exists primarily to convey an authored text, one that shares structural similarities with traditional novels/short stories. That text is then given strong support by on-screen visual elements to form a cohesive whole.
    While there’s no hard and fast definition of “visual novel” that I’m aware of, the above seems to do the job pretty well. And by that definition, Gone Home is a visual novel.
    Nooo! It’s not a VN! It doesn’t take the form of a written novel!
    Sure it does – an epistolary novel, to be specific. Here, I’ll even save you the trip to Wikipedia:
    Some well-known entries in this genre include Frankenstein, Dracula, Bridget Jones’s Diary, and World War Z. In Gone Home’s case, the main narrative thread is told via your sister’s journal entries, which are penned as letters in absentia to you. Additional plot is introduced via other letters, newspaper clippings, and historical documents. Sound familiar? Yup. In fact, if you printed the collected documents of Gone Home in paperback, it would hold up extremely well as an example of the epistolary form.
    Gone Home is a visual novel. Deal with it.

    Nooo! It’s not a VN! You walk around in a 3D environment!
    So what? Macbeth is a play; we can all agree on that. Sleep No More is a highly regarded re-contextualizing of that play as performance spaces meant to be walked through and experienced. The fact that you sit on your ass through one and physically traverse the other doesn’t change the fact that both are plays. They both have actors, scenes, and staging.
    And besides, several other VN titles use the exploration of 3D environments to frame their textual elements – Corpse Party: Book of Shadows, Danganronpa, etc.
    Gone Home is a visual novel. Deal with it.
    Nooo! It’s not a VN! It’s a game that just happens to have text!
    There’s almost zero “gameplay” in Gone Home. Seriously. Most of one’s time in so-called “narrative-driven” games like BioShock or Final Fantasy [n] or Persona is spent doing non-narrative things – fighting, more often than not. In Gone Home, if you’re not reading/listening to documents, you’re usually (a) walking, (b) turning on lamps, or (c) opening cupboards and looking at cans of soup. The “game,” such as it is, exists solely to deliver the narrative.
    Baldr Sky, Aselia, the Rance VNs – all have far more gameplay than Gone Home could ever dream of.
    Gone Home is a visual novel. Deal with it.

    Nooo! It’s not a VN! You can finish the game without reading most of it!
    While Gone Home definitely gives you a great deal of leeway in what you choose to read, and in what order, there are still certain key documents that act as plot gateways. These help ensure there’s a beginning, a middle, and an end with an identifiable narrative arc in between.
    Anyway, I can also “finish” a more traditional VN without reading most of it. Maybe I get an early bad ending. Or I can read one route to completion and decide to stop, missing most of the content.
    Gone Home is a visual novel. Deal with it.
    Nooo! It’s not a VN! If it is, then any game can claim the same!
    Nope. Slippery slope denied. Just because Gone Home can be considered a VN, that doesn’t mean Tetris or Call of Duty: Jackalope can; it’s still a fairly high bar. Take The Walking Dead series by Telltale, for example. A number of people have argued that these games could (and should) be considered VNs, but I’d disagree. That could be a whole blog post by itself, but suffice to say their narrative form is much closer to that of a TV script than a novel or story.
    All kings are men, but not all men are kings. Just because VNs prioritize narrative doesn’t mean all games that prioritize narrative are VNs.

    Nooo! It’s not a VN! It doesn’t have sprites against a background!
    So what? Go tell that to Narcissu.
    Nooo! It’s not a VN! It doesn’t have hand-drawn art!
    So what? Go tell that to any recent VN using 3D character models/backdrops.
    Nooo! It’s not a VN! It doesn’t have routes! And heroines!
    Are we seriously having this conversation?
    Nooo! It’s not a VN! Its creators don’t even call it that!
    So what? Authorial intent means nothing. All the audience can judge is what’s on the page/screen. And what’s there is a visual novel. (For the record, the devs call it a "story exploration" game.)
    Okay, class. What have we learned?
    Our Gone Home experiment, interestingly enough, is the reverse of the hot dog situation. Visual novel fans (a.k.a., Team Sandwich) tend to be the ones arguing against Gone Home (a.k.a., Team Hot Dog) being considered part of the genre, rather than the other way around. Larger resists smaller, rather than smaller resisting larger. And why is that?
    For Team Hot Dog, the object of its affection is more than a tube-shaped piece of meat on a bun. It’s the whole emotional experience surrounding the idea of “hot dog” – the childhood ballgames, the smell of charcoal in the backyard grill. There’s a good reason I can watch the Nathan’s Hot Dog Eating Contest on TV next month, but not the Boar’s Head Ham and Cheese on Rye Eating Contest. To admit that a hot dog is just a sandwich is to risk making it less special somehow, to blur the lines of its magic.
    And for members of Team VN, a “visual novel” is more than just any old game that combines textual narrative with computer graphics. It’s also the emotional experience of all the VNs they’ve played until now – experiences that are often colored by very specific art styles and narrative conceits. To admit that a “game” like Gone Home can be a visual novel is to risk making the genre seem less special somehow, to blur the lines of its magic.
    In both cases, the emotional experience of a thing proves to be just as true and just as powerful as the dictionary definition of that thing. And unless your name happens to be Merriam or Webster, there’s very little to be done about the latter. But the former is a matter of personal interpretation; personal interpretation remains a hill that one can choose to defend and, indeed, die upon.
    In other words, it’s possible for the statements “Gone Home is a visual novel,” and “I don’t consider Gone Home to be a visual novel,” to both be true simultaneously. But if you put ketchup on your hot dog sandwich, you’re just a bloody idiot.
    Update #1: Now watch as I argue that Gone Home really isn't a visual novel. Proof you can have your cake and piss on it too.
  9. Like
    Darbury got a reaction from Gibberish for a blog entry, Gone Home is a visual novel. Deal with it.   
    This past weekend marked the unofficial start of summer here in the States, and to celebrate, dictionary publisher Merriam-Webster threw down the gauntlet in a major way. The hot dog, it declared, is a sandwich. It consists of bread (the bun) holding some filling (a plump, juicy hot dog). It meets the textbook definition of a sandwich. Therefore, it’s a sandwich.
    The reaction from Team Hot Dog was swift. “Nooo! That’s not true!” they Luke Skywalkered across the Twiterverse. “Hot dogs are hot dogs! Shuttuuuuuhp!” Whereas Team Sandwich raised nary a peep. “Cool,” they said. “We like sandwiches. Welcome to the club.”
    And why was that? Maybe a look at similar sort of statement can help us try to figure it out:
    Gone Home is a visual novel.

    Nooo! That’s not true! Gone Home isn’t a VN! Shuttuuuuhp!
    Very light spoilers to follow.
    If you don’t know, Gone Home is a game that came out in 2013, created by a handful of former BioShock devs. In it, you assume the role of an American college student who comes home from a year abroad only to find her parents’ house deserted, a cryptic note from her sister taped to the front door. The rest of the game is spent finding out just what happened.
    Except it’s not a “game” as such. And you don’t really “play.” You simply wander the house using FPS controls, going from room to room and reading/hearing scattered bits of documentary evidence – letters, journal entries, crumpled-up notes, etc. – that help you unravel the mystery. That’s it. Some gamers have dismissively called it a “walking simulator,” but there’s clearly more to it than that. Gone Home is a digital experience that exists primarily to convey an authored text, one that shares structural similarities with traditional novels/short stories. That text is then given strong support by on-screen visual elements to form a cohesive whole.
    While there’s no hard and fast definition of “visual novel” that I’m aware of, the above seems to do the job pretty well. And by that definition, Gone Home is a visual novel.
    Nooo! It’s not a VN! It doesn’t take the form of a written novel!
    Sure it does – an epistolary novel, to be specific. Here, I’ll even save you the trip to Wikipedia:
    Some well-known entries in this genre include Frankenstein, Dracula, Bridget Jones’s Diary, and World War Z. In Gone Home’s case, the main narrative thread is told via your sister’s journal entries, which are penned as letters in absentia to you. Additional plot is introduced via other letters, newspaper clippings, and historical documents. Sound familiar? Yup. In fact, if you printed the collected documents of Gone Home in paperback, it would hold up extremely well as an example of the epistolary form.
    Gone Home is a visual novel. Deal with it.

    Nooo! It’s not a VN! You walk around in a 3D environment!
    So what? Macbeth is a play; we can all agree on that. Sleep No More is a highly regarded re-contextualizing of that play as performance spaces meant to be walked through and experienced. The fact that you sit on your ass through one and physically traverse the other doesn’t change the fact that both are plays. They both have actors, scenes, and staging.
    And besides, several other VN titles use the exploration of 3D environments to frame their textual elements – Corpse Party: Book of Shadows, Danganronpa, etc.
    Gone Home is a visual novel. Deal with it.
    Nooo! It’s not a VN! It’s a game that just happens to have text!
    There’s almost zero “gameplay” in Gone Home. Seriously. Most of one’s time in so-called “narrative-driven” games like BioShock or Final Fantasy [n] or Persona is spent doing non-narrative things – fighting, more often than not. In Gone Home, if you’re not reading/listening to documents, you’re usually (a) walking, (b) turning on lamps, or (c) opening cupboards and looking at cans of soup. The “game,” such as it is, exists solely to deliver the narrative.
    Baldr Sky, Aselia, the Rance VNs – all have far more gameplay than Gone Home could ever dream of.
    Gone Home is a visual novel. Deal with it.

    Nooo! It’s not a VN! You can finish the game without reading most of it!
    While Gone Home definitely gives you a great deal of leeway in what you choose to read, and in what order, there are still certain key documents that act as plot gateways. These help ensure there’s a beginning, a middle, and an end with an identifiable narrative arc in between.
    Anyway, I can also “finish” a more traditional VN without reading most of it. Maybe I get an early bad ending. Or I can read one route to completion and decide to stop, missing most of the content.
    Gone Home is a visual novel. Deal with it.
    Nooo! It’s not a VN! If it is, then any game can claim the same!
    Nope. Slippery slope denied. Just because Gone Home can be considered a VN, that doesn’t mean Tetris or Call of Duty: Jackalope can; it’s still a fairly high bar. Take The Walking Dead series by Telltale, for example. A number of people have argued that these games could (and should) be considered VNs, but I’d disagree. That could be a whole blog post by itself, but suffice to say their narrative form is much closer to that of a TV script than a novel or story.
    All kings are men, but not all men are kings. Just because VNs prioritize narrative doesn’t mean all games that prioritize narrative are VNs.

    Nooo! It’s not a VN! It doesn’t have sprites against a background!
    So what? Go tell that to Narcissu.
    Nooo! It’s not a VN! It doesn’t have hand-drawn art!
    So what? Go tell that to any recent VN using 3D character models/backdrops.
    Nooo! It’s not a VN! It doesn’t have routes! And heroines!
    Are we seriously having this conversation?
    Nooo! It’s not a VN! Its creators don’t even call it that!
    So what? Authorial intent means nothing. All the audience can judge is what’s on the page/screen. And what’s there is a visual novel. (For the record, the devs call it a "story exploration" game.)
    Okay, class. What have we learned?
    Our Gone Home experiment, interestingly enough, is the reverse of the hot dog situation. Visual novel fans (a.k.a., Team Sandwich) tend to be the ones arguing against Gone Home (a.k.a., Team Hot Dog) being considered part of the genre, rather than the other way around. Larger resists smaller, rather than smaller resisting larger. And why is that?
    For Team Hot Dog, the object of its affection is more than a tube-shaped piece of meat on a bun. It’s the whole emotional experience surrounding the idea of “hot dog” – the childhood ballgames, the smell of charcoal in the backyard grill. There’s a good reason I can watch the Nathan’s Hot Dog Eating Contest on TV next month, but not the Boar’s Head Ham and Cheese on Rye Eating Contest. To admit that a hot dog is just a sandwich is to risk making it less special somehow, to blur the lines of its magic.
    And for members of Team VN, a “visual novel” is more than just any old game that combines textual narrative with computer graphics. It’s also the emotional experience of all the VNs they’ve played until now – experiences that are often colored by very specific art styles and narrative conceits. To admit that a “game” like Gone Home can be a visual novel is to risk making the genre seem less special somehow, to blur the lines of its magic.
    In both cases, the emotional experience of a thing proves to be just as true and just as powerful as the dictionary definition of that thing. And unless your name happens to be Merriam or Webster, there’s very little to be done about the latter. But the former is a matter of personal interpretation; personal interpretation remains a hill that one can choose to defend and, indeed, die upon.
    In other words, it’s possible for the statements “Gone Home is a visual novel,” and “I don’t consider Gone Home to be a visual novel,” to both be true simultaneously. But if you put ketchup on your hot dog sandwich, you’re just a bloody idiot.
    Update #1: Now watch as I argue that Gone Home really isn't a visual novel. Proof you can have your cake and piss on it too.
  10. Like
    Darbury reacted to Deep Blue for a blog entry, My ramblings about stuff.   
    So... I can't sleep and since I was really bored I decided to write this tips about doing a translation in general (or ramblings whatever you want to call them xD ) this is aimed for those who are starting a project or want to start a new one.

    *I'll start by saying that If you really want to translate something just do it, don't pay attention to anyone just do it, nobody can stop you from doing it aside from yourself! (and maybe a C&D letter but that's a whole different topic that I wont address right now xD). 
    *Before starting a project be sure that you LOVE the vn you want to translate or you are  getting paid for the job in that case what you want it doesn't really matter xD , you are going to work hours with the same text, fixing errors, reading over and over the same lines so if you don't actually love the vn you are working with sooner or later you are going to give up and drop it.
    *This point might sound silly having the previous one but read the vn at least 2 times before starting the translation, you really need to know the plot and every little aspect of it, if you don't understand the plot or some parts of it, how a character thinks or why he/she acts the way it does etc you wont be able to do a good job, this is essential!

    *Internet is you friend, if you don't understand something google it, you will find the answer sooner or later, if you search in Japanese is better, most of the time someone in yahoo or some similar website already asked that question (yes I've seen japanese people asking for some really basic stuff there!) there are tons of webs where you can find examples of a word if you don't understand how it works in some specific context (weblio for example) and last you have fuwa and some great users who are always willing to help you out. I hate asking for help so I try to avoid it as much as, also the satisfaction for achieving something for yourself is much more rewarding than just asking and having the answer served for you.

    *Work a little bit every day, eat the whale one bait at a time.

    * And last but not less important, have fun while you are doing it, if it's not fun then it's not worth it! Most importantly translate for yourself! Don't translate something because someone else might like it or because is really popular (I'm looking at you moe vns), you are wasting your time, this might sound selfish but if you don't enjoy what you are doing, eventually you are going to drop it.

    Now this is something I asked myself a lot of times and I was sure I had the answer but I didn't...
    Did I improve my Japanese because of the translation aka "Do you learn Japanese by translating something"? It's hard to say, I did learn several sexual terms, if that counts for something... even some really obscure ones that I want to forget Overall I don't think so (yes Decay was right on this one) if you get stuck too often then it's probably a good idea to postpone the translation for a few months, learn more and get back to it later on. (This is what I did the first time I started translating this vn 4 or 5 months ago)
    And that's pretty much it 

    I want to thank everyone that helped me throughout this project, Schwarzstorch who hacked the game, edited most of the images and helped me out with pretty much everything (he worked for more than 2 hours with a picture of a dick lol sorry dude!!)  Outofthebox for helping me out with the editing (oh boy did I bother him xD) to Arcadeotic for editing the text too, XReaper for all the amazing advice, MikeY91 for being the first beta tester and Tyrosyn for testing the patch and giving such an amazing feedback, finally to all the guys who helped me in the Japanese help thread.

    Until next time じゃあな
  11. Like
    Darbury got a reaction from Infernoplex for a blog entry, Preparation H (Getting Ready to Edit VN Sex Scenes)   
    There’s no getting around it. If you’re looking to edit visual novels, at some point you’re going to have roll up your sleeves, put on the rubber gloves, and get elbow-deep in some H. The good news is that if you come prepared, practice your technique, and set some clear boundaries, it can be a pleasurable experience for both you and the reader.

    First, a disclaimer: I don’t like pineapple on my pizza, and I don’t like H-scenes in my VNs. It’s not a prudish thing; it’s a narrative thing. They’re rarely well crafted — you can feel all the hallmarks of the B-team being brought in to write them — and they almost never add plot/characterization that couldn’t have been handled better some other way. (I’ll pause here so you can mention Amane’s route from Grisaia, an exception that helps prove the rule.) Let’s be honest: they’re shoehorned in to help sell product. It’s built into the economics of the eroge genre. And honestly, that’s fine. I try to be sanguine about it and think of H-scenes as banner ads or TV commercials. They’re profit centers that help support the content I’m actually interested in. (I suspect more than a few developers feel the same way.)

    Long story short, H-scenes ain’t going anywhere. So how do we deal with them? Go in with a game plan.

    [Warning, there will be some NSFW language from this point forward. Sorry! It’s all part of seeing how the sausage is made.]

    1. Do your research
    In raw translation, sex scenes from a Japanese visual novel tend to be far from erotic. More often than not, they read like an obsessively detailed transcript of a gynecological exam. That’s not because the Japanese writing team suddenly forgot they were supposed to be penning a passionate sex scene. It’s just that what’s erotic in one culture isn’t always as erotic in another. It’s your job (along with the translator) to help bridge that cultural divide and come up with something that feels faithful to the original, yet still sexy in English.

    Your first stop? Research. Read some English-language erotica so you can get a better sense of what works and what doesn’t. Sites like literotica.com even have stories broken out into fairly specific categories, so if you know you’ll be editing BDSM, threesome, and footjob scripts, you’ll have no problem finding what you need. (If you have all three in a single scene, you still might be in luck.) There’s also a category called “First Time,” which is more broadly useful, given how fixated many VNs are on virgins.

    Read, read, and read some more. Pay attention to the verbs, the nouns, the pacing. Try to quickly form a model of what makes a sex scene successful, then look to carry those techniques over to your VN script.

    2. Pack a box lunch
    If you take nothing else away from this post, remember this: bring a big bag of dicks; you’ll need them. Better pack a few pussies while you’re at it.

    By the time you’ve edited your third or fourth H-script, you’ll find you’ve run dry of good synonyms for the male and female genitalia. In KoiRizo, the raw script mostly used the word "thing" for the protag’s package, which ended up sounding childish and/or ambiguous in English. (I only kept it in a few instances where such a reaction might be appropriate — for example, when the route partner catches her very first glimpse of Lil’ Protag: “Is that your ... thing?”). The remainder of the original script was a mix of the clinical ("my mucous membrane”) and the hilarious (“my soiled meat stick”). As for ladyparts, the original script relied heavy on metaphor and indirect reference — lots of openings, entrances, gates, doors, depths, special places, overflowing pots of nectar, etc.

    So what’s missing from the above? The common English erotica standbys: “dick” and “cock” for men, “pussy” for women. There’s a reason for that. KoiRizo complicated things by using the Japanese equivalents of these very sparingly, reserving them mainly for shock effect in dialogue — “e.g., OMG, she just said ‘cock!’ Things must be getting real.” Moreover, when these words were finally hauled out, the devs bleeped the VO and censored the text string (e.g., “p*ssy”). That meant it was very obvious when those words were being used and when they weren’t.

    All of which presented quite a challenge to the team: if we were to preserve those “shocking” character moments, we couldn’t use the most common English terms 99% of the time. And so, I fell back on a shortlist of alternate references: pole, rod, erection, hard-on, manhood, etc. By the time I was done editing, however, this list felt far too limited; those words were overused pencils worn down to their nubs.

    This is one of those areas where, in hindsight, I feel like I could have done a better job with KoiRizo. The takeaway: If I ever tackle a VN this H-heavy again — doubtful — I’ll come packing a much longer list of euphemisms.



    3. Bring a raincoat
    Compared to its English counterpart, Japanese erotica seems downright obsessed with fluids: saliva, vaginal secretions, semen, urine — you name it. The look, the sound, the feel, the taste, the smell, the volume. You’ll be describing a lot of liquids in a lot of ways, so get ready to break out the thesaurus. And an umbrella.

    4. Embrace the improbable
    Let’s admit it: VN sex is over-the-top ridiculous. In a matter of seconds, sheepish virgins turn into seasoned pornstars, cramming 20 orgasms and 40 positions into a quickie broom closet hookup. (Oh so much cramming.) This is the nature of the genre, so don’t fight it; embrace it. Trying to force realism onto a typical H-scene would be like trying to force realism onto a Dragon Ball Z fight: everyone still looks constipated, but no one’s having any fun. If you’re that desperate to edit sadly mundane sex scenes, wait for the VN version of Michael Winterbottom’s 9 Songs to come out. Till then, work with what you have.

    I remember a tiny dustup a while back when another TL team supposedly wrote lubricant into an H-scene because they felt the acts described would be difficult or painful without it. It’s a minor thing, but if the original writer left the lube out, I’m inclined to do so too. These portions of the script are wish fulfillment at their best/worst, so just leave them be.

    Except ...

    5. Reject the impossible
    ... Except when the improbable becomes the impossible. More often than not, this is either the result of a mistranslation or an error by the original writers. (As an example of the latter, KoiRizo was haunted by an entity we dubbed “phantom Riho.” A couple of times, the devs would forget they were writing another girl’s scene and use Riho’s name for a line or two instead. We fixed this in our version, but still ...)

    Anyway, as editor, it’s your job to keep an eye out for the impossible. Is the protag’s penis simultaneously in someone’s vagina, anus, mouth, and ear? Did the heroine’s hymen suddenly regenerate? (Starfish Girl is mah waifu!) Did a corded vibrator suddenly become a battery-operated one? Ask to have the TL double-checked and, if that still doesn’t resolve the issue, use your best judgement to fix the error while causing minimal disruption to the surrounding lines.

    6. Set your limits
    This is important. Know what you’re comfortable with going into a project and make those boundaries abundantly clear. Some VNs can venture into very unpleasant territory — rape, abuse, gore, catgirls, etc. — and it’s best to ask yourself up front if you could, in good conscience, commit to editing that sort of content. Set your limits early on, then make sure your team’s fully aware of them.

    7. Have a sense of humor
    At the end of the day, VNs are entertainment. Unless you’re editing Saya no Uta 2: Vom Harder, it’s probably okay to approach your H-scripts with a subtle sense of play. A decent chunk of your audience will either be fast-forwarding through these scenes outright, or paying far more attention to the visuals than the script.

    So think of these times as exhibition games in your script editing schedule. They’re opportunities to spread your wings a little bit, try a few stylistic experiments — maybe even slip in a sly joke or two. And even if everything doesn’t quite work, we’ll still respect you in the morning.
  12. Thanks
    Darbury got a reaction from Nandemonai for a blog entry, Preparation H (Getting Ready to Edit VN Sex Scenes)   
    There’s no getting around it. If you’re looking to edit visual novels, at some point you’re going to have roll up your sleeves, put on the rubber gloves, and get elbow-deep in some H. The good news is that if you come prepared, practice your technique, and set some clear boundaries, it can be a pleasurable experience for both you and the reader.

    First, a disclaimer: I don’t like pineapple on my pizza, and I don’t like H-scenes in my VNs. It’s not a prudish thing; it’s a narrative thing. They’re rarely well crafted — you can feel all the hallmarks of the B-team being brought in to write them — and they almost never add plot/characterization that couldn’t have been handled better some other way. (I’ll pause here so you can mention Amane’s route from Grisaia, an exception that helps prove the rule.) Let’s be honest: they’re shoehorned in to help sell product. It’s built into the economics of the eroge genre. And honestly, that’s fine. I try to be sanguine about it and think of H-scenes as banner ads or TV commercials. They’re profit centers that help support the content I’m actually interested in. (I suspect more than a few developers feel the same way.)

    Long story short, H-scenes ain’t going anywhere. So how do we deal with them? Go in with a game plan.

    [Warning, there will be some NSFW language from this point forward. Sorry! It’s all part of seeing how the sausage is made.]

    1. Do your research
    In raw translation, sex scenes from a Japanese visual novel tend to be far from erotic. More often than not, they read like an obsessively detailed transcript of a gynecological exam. That’s not because the Japanese writing team suddenly forgot they were supposed to be penning a passionate sex scene. It’s just that what’s erotic in one culture isn’t always as erotic in another. It’s your job (along with the translator) to help bridge that cultural divide and come up with something that feels faithful to the original, yet still sexy in English.

    Your first stop? Research. Read some English-language erotica so you can get a better sense of what works and what doesn’t. Sites like literotica.com even have stories broken out into fairly specific categories, so if you know you’ll be editing BDSM, threesome, and footjob scripts, you’ll have no problem finding what you need. (If you have all three in a single scene, you still might be in luck.) There’s also a category called “First Time,” which is more broadly useful, given how fixated many VNs are on virgins.

    Read, read, and read some more. Pay attention to the verbs, the nouns, the pacing. Try to quickly form a model of what makes a sex scene successful, then look to carry those techniques over to your VN script.

    2. Pack a box lunch
    If you take nothing else away from this post, remember this: bring a big bag of dicks; you’ll need them. Better pack a few pussies while you’re at it.

    By the time you’ve edited your third or fourth H-script, you’ll find you’ve run dry of good synonyms for the male and female genitalia. In KoiRizo, the raw script mostly used the word "thing" for the protag’s package, which ended up sounding childish and/or ambiguous in English. (I only kept it in a few instances where such a reaction might be appropriate — for example, when the route partner catches her very first glimpse of Lil’ Protag: “Is that your ... thing?”). The remainder of the original script was a mix of the clinical ("my mucous membrane”) and the hilarious (“my soiled meat stick”). As for ladyparts, the original script relied heavy on metaphor and indirect reference — lots of openings, entrances, gates, doors, depths, special places, overflowing pots of nectar, etc.

    So what’s missing from the above? The common English erotica standbys: “dick” and “cock” for men, “pussy” for women. There’s a reason for that. KoiRizo complicated things by using the Japanese equivalents of these very sparingly, reserving them mainly for shock effect in dialogue — “e.g., OMG, she just said ‘cock!’ Things must be getting real.” Moreover, when these words were finally hauled out, the devs bleeped the VO and censored the text string (e.g., “p*ssy”). That meant it was very obvious when those words were being used and when they weren’t.

    All of which presented quite a challenge to the team: if we were to preserve those “shocking” character moments, we couldn’t use the most common English terms 99% of the time. And so, I fell back on a shortlist of alternate references: pole, rod, erection, hard-on, manhood, etc. By the time I was done editing, however, this list felt far too limited; those words were overused pencils worn down to their nubs.

    This is one of those areas where, in hindsight, I feel like I could have done a better job with KoiRizo. The takeaway: If I ever tackle a VN this H-heavy again — doubtful — I’ll come packing a much longer list of euphemisms.



    3. Bring a raincoat
    Compared to its English counterpart, Japanese erotica seems downright obsessed with fluids: saliva, vaginal secretions, semen, urine — you name it. The look, the sound, the feel, the taste, the smell, the volume. You’ll be describing a lot of liquids in a lot of ways, so get ready to break out the thesaurus. And an umbrella.

    4. Embrace the improbable
    Let’s admit it: VN sex is over-the-top ridiculous. In a matter of seconds, sheepish virgins turn into seasoned pornstars, cramming 20 orgasms and 40 positions into a quickie broom closet hookup. (Oh so much cramming.) This is the nature of the genre, so don’t fight it; embrace it. Trying to force realism onto a typical H-scene would be like trying to force realism onto a Dragon Ball Z fight: everyone still looks constipated, but no one’s having any fun. If you’re that desperate to edit sadly mundane sex scenes, wait for the VN version of Michael Winterbottom’s 9 Songs to come out. Till then, work with what you have.

    I remember a tiny dustup a while back when another TL team supposedly wrote lubricant into an H-scene because they felt the acts described would be difficult or painful without it. It’s a minor thing, but if the original writer left the lube out, I’m inclined to do so too. These portions of the script are wish fulfillment at their best/worst, so just leave them be.

    Except ...

    5. Reject the impossible
    ... Except when the improbable becomes the impossible. More often than not, this is either the result of a mistranslation or an error by the original writers. (As an example of the latter, KoiRizo was haunted by an entity we dubbed “phantom Riho.” A couple of times, the devs would forget they were writing another girl’s scene and use Riho’s name for a line or two instead. We fixed this in our version, but still ...)

    Anyway, as editor, it’s your job to keep an eye out for the impossible. Is the protag’s penis simultaneously in someone’s vagina, anus, mouth, and ear? Did the heroine’s hymen suddenly regenerate? (Starfish Girl is mah waifu!) Did a corded vibrator suddenly become a battery-operated one? Ask to have the TL double-checked and, if that still doesn’t resolve the issue, use your best judgement to fix the error while causing minimal disruption to the surrounding lines.

    6. Set your limits
    This is important. Know what you’re comfortable with going into a project and make those boundaries abundantly clear. Some VNs can venture into very unpleasant territory — rape, abuse, gore, catgirls, etc. — and it’s best to ask yourself up front if you could, in good conscience, commit to editing that sort of content. Set your limits early on, then make sure your team’s fully aware of them.

    7. Have a sense of humor
    At the end of the day, VNs are entertainment. Unless you’re editing Saya no Uta 2: Vom Harder, it’s probably okay to approach your H-scripts with a subtle sense of play. A decent chunk of your audience will either be fast-forwarding through these scenes outright, or paying far more attention to the visuals than the script.

    So think of these times as exhibition games in your script editing schedule. They’re opportunities to spread your wings a little bit, try a few stylistic experiments — maybe even slip in a sly joke or two. And even if everything doesn’t quite work, we’ll still respect you in the morning.
  13. Like
    Darbury got a reaction from Aizen-Sama for a blog entry, Preparation H (Getting Ready to Edit VN Sex Scenes)   
    There’s no getting around it. If you’re looking to edit visual novels, at some point you’re going to have roll up your sleeves, put on the rubber gloves, and get elbow-deep in some H. The good news is that if you come prepared, practice your technique, and set some clear boundaries, it can be a pleasurable experience for both you and the reader.

    First, a disclaimer: I don’t like pineapple on my pizza, and I don’t like H-scenes in my VNs. It’s not a prudish thing; it’s a narrative thing. They’re rarely well crafted — you can feel all the hallmarks of the B-team being brought in to write them — and they almost never add plot/characterization that couldn’t have been handled better some other way. (I’ll pause here so you can mention Amane’s route from Grisaia, an exception that helps prove the rule.) Let’s be honest: they’re shoehorned in to help sell product. It’s built into the economics of the eroge genre. And honestly, that’s fine. I try to be sanguine about it and think of H-scenes as banner ads or TV commercials. They’re profit centers that help support the content I’m actually interested in. (I suspect more than a few developers feel the same way.)

    Long story short, H-scenes ain’t going anywhere. So how do we deal with them? Go in with a game plan.

    [Warning, there will be some NSFW language from this point forward. Sorry! It’s all part of seeing how the sausage is made.]

    1. Do your research
    In raw translation, sex scenes from a Japanese visual novel tend to be far from erotic. More often than not, they read like an obsessively detailed transcript of a gynecological exam. That’s not because the Japanese writing team suddenly forgot they were supposed to be penning a passionate sex scene. It’s just that what’s erotic in one culture isn’t always as erotic in another. It’s your job (along with the translator) to help bridge that cultural divide and come up with something that feels faithful to the original, yet still sexy in English.

    Your first stop? Research. Read some English-language erotica so you can get a better sense of what works and what doesn’t. Sites like literotica.com even have stories broken out into fairly specific categories, so if you know you’ll be editing BDSM, threesome, and footjob scripts, you’ll have no problem finding what you need. (If you have all three in a single scene, you still might be in luck.) There’s also a category called “First Time,” which is more broadly useful, given how fixated many VNs are on virgins.

    Read, read, and read some more. Pay attention to the verbs, the nouns, the pacing. Try to quickly form a model of what makes a sex scene successful, then look to carry those techniques over to your VN script.

    2. Pack a box lunch
    If you take nothing else away from this post, remember this: bring a big bag of dicks; you’ll need them. Better pack a few pussies while you’re at it.

    By the time you’ve edited your third or fourth H-script, you’ll find you’ve run dry of good synonyms for the male and female genitalia. In KoiRizo, the raw script mostly used the word "thing" for the protag’s package, which ended up sounding childish and/or ambiguous in English. (I only kept it in a few instances where such a reaction might be appropriate — for example, when the route partner catches her very first glimpse of Lil’ Protag: “Is that your ... thing?”). The remainder of the original script was a mix of the clinical ("my mucous membrane”) and the hilarious (“my soiled meat stick”). As for ladyparts, the original script relied heavy on metaphor and indirect reference — lots of openings, entrances, gates, doors, depths, special places, overflowing pots of nectar, etc.

    So what’s missing from the above? The common English erotica standbys: “dick” and “cock” for men, “pussy” for women. There’s a reason for that. KoiRizo complicated things by using the Japanese equivalents of these very sparingly, reserving them mainly for shock effect in dialogue — “e.g., OMG, she just said ‘cock!’ Things must be getting real.” Moreover, when these words were finally hauled out, the devs bleeped the VO and censored the text string (e.g., “p*ssy”). That meant it was very obvious when those words were being used and when they weren’t.

    All of which presented quite a challenge to the team: if we were to preserve those “shocking” character moments, we couldn’t use the most common English terms 99% of the time. And so, I fell back on a shortlist of alternate references: pole, rod, erection, hard-on, manhood, etc. By the time I was done editing, however, this list felt far too limited; those words were overused pencils worn down to their nubs.

    This is one of those areas where, in hindsight, I feel like I could have done a better job with KoiRizo. The takeaway: If I ever tackle a VN this H-heavy again — doubtful — I’ll come packing a much longer list of euphemisms.



    3. Bring a raincoat
    Compared to its English counterpart, Japanese erotica seems downright obsessed with fluids: saliva, vaginal secretions, semen, urine — you name it. The look, the sound, the feel, the taste, the smell, the volume. You’ll be describing a lot of liquids in a lot of ways, so get ready to break out the thesaurus. And an umbrella.

    4. Embrace the improbable
    Let’s admit it: VN sex is over-the-top ridiculous. In a matter of seconds, sheepish virgins turn into seasoned pornstars, cramming 20 orgasms and 40 positions into a quickie broom closet hookup. (Oh so much cramming.) This is the nature of the genre, so don’t fight it; embrace it. Trying to force realism onto a typical H-scene would be like trying to force realism onto a Dragon Ball Z fight: everyone still looks constipated, but no one’s having any fun. If you’re that desperate to edit sadly mundane sex scenes, wait for the VN version of Michael Winterbottom’s 9 Songs to come out. Till then, work with what you have.

    I remember a tiny dustup a while back when another TL team supposedly wrote lubricant into an H-scene because they felt the acts described would be difficult or painful without it. It’s a minor thing, but if the original writer left the lube out, I’m inclined to do so too. These portions of the script are wish fulfillment at their best/worst, so just leave them be.

    Except ...

    5. Reject the impossible
    ... Except when the improbable becomes the impossible. More often than not, this is either the result of a mistranslation or an error by the original writers. (As an example of the latter, KoiRizo was haunted by an entity we dubbed “phantom Riho.” A couple of times, the devs would forget they were writing another girl’s scene and use Riho’s name for a line or two instead. We fixed this in our version, but still ...)

    Anyway, as editor, it’s your job to keep an eye out for the impossible. Is the protag’s penis simultaneously in someone’s vagina, anus, mouth, and ear? Did the heroine’s hymen suddenly regenerate? (Starfish Girl is mah waifu!) Did a corded vibrator suddenly become a battery-operated one? Ask to have the TL double-checked and, if that still doesn’t resolve the issue, use your best judgement to fix the error while causing minimal disruption to the surrounding lines.

    6. Set your limits
    This is important. Know what you’re comfortable with going into a project and make those boundaries abundantly clear. Some VNs can venture into very unpleasant territory — rape, abuse, gore, catgirls, etc. — and it’s best to ask yourself up front if you could, in good conscience, commit to editing that sort of content. Set your limits early on, then make sure your team’s fully aware of them.

    7. Have a sense of humor
    At the end of the day, VNs are entertainment. Unless you’re editing Saya no Uta 2: Vom Harder, it’s probably okay to approach your H-scripts with a subtle sense of play. A decent chunk of your audience will either be fast-forwarding through these scenes outright, or paying far more attention to the visuals than the script.

    So think of these times as exhibition games in your script editing schedule. They’re opportunities to spread your wings a little bit, try a few stylistic experiments — maybe even slip in a sly joke or two. And even if everything doesn’t quite work, we’ll still respect you in the morning.
  14. Like
    Darbury got a reaction from Infernoplex for a blog entry, Editors Are Not Proofraeders   
    If I could give you any two pieces of advice, gentle reader, they would be: don’t eat unopened mussels, and don’t proofread anything you’ve edited. Neither will end well for you.

    I always scratch my head when I see a visual novel translation project with the same person listed as Editor and Proofreader. Or worse yet, Translator, Editor, and Proofreader. Or (and I know I’ve seen this at least once) Translator, TLC, Editor, and Proofreader. I’m all for DIY, but that's a disaster waiting to happen.

    Here’s the rule: If you’ve touched a piece of copy in any one of these roles, it’s tainted for you in all others. Sorry, that’s just how it is. These jobs are meant to be a series of checks and balances to help ensure the quality and accuracy of the content. If a single person takes on two or more of these roles, you’ve got problems. If one or more of these positions goes completely unfilled, you’ve got problems.

    It’s not that you wouldn’t be capable — many editors are amazing at proofreading, and tons of translators are wonderful at TLC — but once you’ve worked with the text in one capacity, your familiarity with it makes you far less effective in any other role.

    Our stupid, stupid brains
    Like so many things in life, it all comes down our stupid brains being more helpful than we want — kind of like an overeager toddler who just handed you your iPhone. In the shower. (Thank god for Applecare+.) Whenever our brains see a gap in content, they try to fill it whether we want them to or not. “Hi, I’m your brain. Hey, is there a word missing there? Can I make a fairly good guess as to what it is? Wheee! I’ll just pretend like it was there and we read it and nothing’s wrong. Now let’s go think about boobies some more! BOO-BEES! BOO-BEES!” And the more familiar your brain is with the work in question, the easier it is for it to fill in those gaps. It already knows what to expect, and it’s just waiting to jump in and save the day.
    Our brains must be stopped before they kill again.
    The easiest way to do this is, at each step of the creation and revision process, have someone ready look at the content with fresh eyes and no preconceptions. Simple as that. You wouldn't go get a second opinion from the doctor who just provided your first opinion, would you? So don’t do it here. Don't double-up on jobs, and don’t leave positions unfilled. The final product will be better for it.
    Yeah, yeah, I know. Easier said than done. Finding good volunteers is tough and people flake out or have RL commitments all the time. So what then?


     
    The nuclear option
    When I got my first job in advertising, I was an idiot. Thankfully, my first creative director was not. A highly accomplished copywriter, she’d penned dozens of the brand slogans that had littered my youth. Suffice to say, she knew her stuff. (You’d probably know her stuff too, if you saw it.) And this was one of the first things she taught me: “Never, ever proofread your own work. But if you have to ...”

    That’s right, she had a trick. A big red button on the wall of her brain that said, “PUSH ONLY IN CASE OF EMERGENCY.” You never want to proof your own work, but sometimes you don’t have a choice. Sometimes you’ve rewritten the copy deck five minutes before the big pitch and there’s no time to send it back for proofreading. That’s where the trick comes in.

    Read it backwards.
    Start at the very last word and read your way back until you hit the first. This strips away all meaning from the text — your brain isn’t leaping in with a guess as to what comes next — so you can focus on minutiae like spelling, punctuation, repeated words, etc.

    This is a relatively laborious process, unfortunately, and it doesn’t scale well to an entire visual novel. But I mention it here in case you find yourself with a few lines or even a short script that needs a proofing pass and you’re the only one around to do it.

    .it of habit a make don’t Just.

    Full disclosure
    By the way, I’ll be the first one to admit that v1.0 of the KoiRizo English patch has typos. In my role as editor, I tried to work as cleanly as possible, but over the course of 36,000+ lines — I figure that’s gotta be at least 250,000 words — a few foxes got into the henhouse. The team didn’t have any proofreaders, and the QC process wasn’t nearly as robust as had initially been hoped. (Zakamutt touches on that here.) But you know what? For all of that, I think the launch product came out comparatively clean. I still want to drink bleach and die every time I see a typo report, of course, but that comes with the territory.

    And with any luck, there will be patch updates forthcoming that address some of these lingering issues. Which is good, since I’m running low on bleach. And lives.
  15. Like
    Darbury got a reaction from Takeshira for a blog entry, I'm Not Wearing Underwear Today   
    I’m on a much-needed vacation deep in the woods. There’s running water, crappy mobile service, something that could generously be described as “heat,” and not much else.   Also, I’m fairly sure an owlbear rummaged through our garbage last night.   This means you have a whole week free from my inane ramblings. It also means that on a scale from “wearing underwear today” to “not wearing underwear today,” I’m not wearing underwear today. It's vacation and I don't wannuh.     Deal with it. Then discuss.
  16. Like
    Darbury got a reaction from FinalChaos for a blog entry, Tackling More Complex Graphics [VN Image Editing]   
    Here in the United States, we’ll be spending Thursday the way The Lord God intended: eating our weight in meat, potatoes, and gravy, then farting ourselves to sleep on our uncles’ living room couches. Those of you from other countries have good reason to be jealous; there’s no slumber quite as deep or blissful as the post-Thanksgiving coma. But guess what, my forlorn foreign friends? This year, you’re in luck. That’s right — I’ve decided to write another image editing post. With any luck, this’ll put you to sleep faster than the second season of The Walking Dead.
    I know. Those are lofty claims, but I’m ready to deliver a Thanksgiving miracle. You’re welcome.
    Insomniacs of the World, Good Night.
    So at the tail end of image editing on a yet-to-be-released otome translation, I got a care package from the TL team with an additional set of graphics that needed retouching. Most of it was straightforward stuff — modal UI elements, chapter title screens, etc. — but one folder in particular seemed to emanate waves of pure evil. You know that feeling you get when your phone rings at 7 o’clock on a Sunday morning? And you can see it’s your boss calling? And every hung-over bone in your body screams at you not to answer, but you know you have to? Yeah, kind of like that.
    So I opened it.
    Inside were 13 different full-screen maps, all very similar to the one above, showing the in-game route from one castle to another. I could already see it was going to be a relatively painful retouching job — lots of smallish text set against an intricately illustrated and heavily weathered map. Complicating matters was the fact that the same map was then repeated 12 more times with slight variations, each image representing the path traveled by the characters over the course of a particular chapter.
    Ouch.
    Image editing is all about measuring twice and cutting once. The more you mess with an image, the more room there is for errors and inconsistencies to creep in — and the more time you waste. So in this case, my first job was to see how much each map actually differed from the next. With any luck, I could create a base map template that contained 90% of the heavy retouching — those elements that were common to all maps — then paste the individual elements for all the other maps on top of that. In Photoshop, the easiest way to do this is layering one image over another, then applying the Difference blending mode. (For you programmers out there, you can think of this as running a diff command on two text files.) The result looks something like this:
    The black pixels represent areas where the two images are identical; the non-black pixels show where they differ. In this case, after doing this with all the images, I could see there were two main points of difference between the maps. First, the inset box on the lower right, which shows the characters’ origin, destination, and the direction of travel, along with thumbnail pictures of each location. Second, the path indicator along the road, with a highlighted road marker showing the characters’ final destination. With this info in hand, I could now start tackling the retouching itself, while setting the Photoshop file up for maximum efficiency and flexibility.
    The first step in building a map template was to remove the Japanese text from the image:
    Tedious stuff, but fairly standard. You might notice that I only removed the text from one of the orange road marker “capsules.” There were a couple reasons for that. For one, there weren’t a lot of similar patches of texture to pull from for cloning, so retouching them all would be a pain in the ass and produce uneven results. Moreover, it would be inefficient, since other than the weathering, they all look more or less identical. So in this case, I drew a selection path around the one retouched capsule, turned it into a smart object, then duped it about 20 times for all the other markers along the road:
    Better, but not quite there yet. It’s painfully obvious that all the capsules are identical, and they stick out like sore thumbs; they’re crisp and clean while the rest of the map looks beat up and worn. So my next step was to blend them into the map and add an element of irregularity by duplicating the original map image, floating it up to the top, then applying the Lighter Color blending mode. This mode compares the two images pixel by pixel, and whichever pixel is lighter gets displayed in the final image. Since the capsules were comparatively dark, this effectively lets me pick up the weathered areas of the map where the lighter parchment shows through and apply it only to the capsules.
    Much better. They look baked into the map now. As a final touch, I also added the slightest bit of canvas texture as an FX layer set to Color Burn to bring back some level of darker noise to the capsules. Not too much, though; since we have to be able to read 4-9 small English letters as opposed to a couple large kanji characters, we need to allow for some increased contrast.
    Done and done. I was finally in a position where I could start adding the translated text to the map. And that’s where I decided to break one of my cardinal rules: never set English type in vertical stacks. Every rule has its exception, though, and this was one right here. The lettering in older, hand-drawn maps was often a loosey-goosey affair, with cartographers squeezing in type wherever they could, however they could. Horizontal, vertical, curved — whatever it took to cram words into the space available. English vertical type would have been right at home on a document like this. Since most of the place names on this map were short, and the space available to me was largely vertical blocks, I decided to go for it. I picked a Western font I thought captured the feel of the original map lettering, then re-set all the type.
    With the base map template finished, I could quickly set about outputting those other 12 map variants. This basically involved creating a dozen layer group overlays for the inset box in the lower right, each one holding updated text and location images copy/pasted from the original maps, along with UI indicators as needed — the blue swirl indicating current location, and the hand-drawn arrow indicating direction of travel. Then I created another set of overlays for the red path line drawn over the map itself. Since the capsules were all smart objects, I could easily highlight individual ones as needed by selectively applying a light orange Color Overlay FX with a Soft Light blending mode.
    Think that bright red line and arrow on the road looks shockingly bad? Me too, especially considering how well art directed the rest of the VN is. It’s almost like the devs had an intern add it in Windows Paint at the last second or something. Oy vey.
    Anyway, everything else came together quickly after that. In short order, all the maps were exported and the new files were back in the hands of the team.
    Asleep yet?
    All told, the project took about 90 minutes for 13 images, with the first half an hour or so spent reviewing the maps and coming up with a plan of attack. Had I not “wasted” that time up front, I could have easily spent 2-3X longer trying to get things done in less efficient ways — if not more.
    So what have we learned today?
    When it comes to image editing, always measure twice and cut once. Plan ahead, especially on more complex projects. Always be willing to break, or at least bend, your own rules if a situation demands it. I will be made up of approximately 93% pumpkin pie by this time tomorrow. #3 is a very conservative estimate.
  17. Like
    Darbury got a reaction from Darklord Rooke for a blog entry, Tackling More Complex Graphics [VN Image Editing]   
    Here in the United States, we’ll be spending Thursday the way The Lord God intended: eating our weight in meat, potatoes, and gravy, then farting ourselves to sleep on our uncles’ living room couches. Those of you from other countries have good reason to be jealous; there’s no slumber quite as deep or blissful as the post-Thanksgiving coma. But guess what, my forlorn foreign friends? This year, you’re in luck. That’s right — I’ve decided to write another image editing post. With any luck, this’ll put you to sleep faster than the second season of The Walking Dead.
    I know. Those are lofty claims, but I’m ready to deliver a Thanksgiving miracle. You’re welcome.
    Insomniacs of the World, Good Night.
    So at the tail end of image editing on a yet-to-be-released otome translation, I got a care package from the TL team with an additional set of graphics that needed retouching. Most of it was straightforward stuff — modal UI elements, chapter title screens, etc. — but one folder in particular seemed to emanate waves of pure evil. You know that feeling you get when your phone rings at 7 o’clock on a Sunday morning? And you can see it’s your boss calling? And every hung-over bone in your body screams at you not to answer, but you know you have to? Yeah, kind of like that.
    So I opened it.
    Inside were 13 different full-screen maps, all very similar to the one above, showing the in-game route from one castle to another. I could already see it was going to be a relatively painful retouching job — lots of smallish text set against an intricately illustrated and heavily weathered map. Complicating matters was the fact that the same map was then repeated 12 more times with slight variations, each image representing the path traveled by the characters over the course of a particular chapter.
    Ouch.
    Image editing is all about measuring twice and cutting once. The more you mess with an image, the more room there is for errors and inconsistencies to creep in — and the more time you waste. So in this case, my first job was to see how much each map actually differed from the next. With any luck, I could create a base map template that contained 90% of the heavy retouching — those elements that were common to all maps — then paste the individual elements for all the other maps on top of that. In Photoshop, the easiest way to do this is layering one image over another, then applying the Difference blending mode. (For you programmers out there, you can think of this as running a diff command on two text files.) The result looks something like this:
    The black pixels represent areas where the two images are identical; the non-black pixels show where they differ. In this case, after doing this with all the images, I could see there were two main points of difference between the maps. First, the inset box on the lower right, which shows the characters’ origin, destination, and the direction of travel, along with thumbnail pictures of each location. Second, the path indicator along the road, with a highlighted road marker showing the characters’ final destination. With this info in hand, I could now start tackling the retouching itself, while setting the Photoshop file up for maximum efficiency and flexibility.
    The first step in building a map template was to remove the Japanese text from the image:
    Tedious stuff, but fairly standard. You might notice that I only removed the text from one of the orange road marker “capsules.” There were a couple reasons for that. For one, there weren’t a lot of similar patches of texture to pull from for cloning, so retouching them all would be a pain in the ass and produce uneven results. Moreover, it would be inefficient, since other than the weathering, they all look more or less identical. So in this case, I drew a selection path around the one retouched capsule, turned it into a smart object, then duped it about 20 times for all the other markers along the road:
    Better, but not quite there yet. It’s painfully obvious that all the capsules are identical, and they stick out like sore thumbs; they’re crisp and clean while the rest of the map looks beat up and worn. So my next step was to blend them into the map and add an element of irregularity by duplicating the original map image, floating it up to the top, then applying the Lighter Color blending mode. This mode compares the two images pixel by pixel, and whichever pixel is lighter gets displayed in the final image. Since the capsules were comparatively dark, this effectively lets me pick up the weathered areas of the map where the lighter parchment shows through and apply it only to the capsules.
    Much better. They look baked into the map now. As a final touch, I also added the slightest bit of canvas texture as an FX layer set to Color Burn to bring back some level of darker noise to the capsules. Not too much, though; since we have to be able to read 4-9 small English letters as opposed to a couple large kanji characters, we need to allow for some increased contrast.
    Done and done. I was finally in a position where I could start adding the translated text to the map. And that’s where I decided to break one of my cardinal rules: never set English type in vertical stacks. Every rule has its exception, though, and this was one right here. The lettering in older, hand-drawn maps was often a loosey-goosey affair, with cartographers squeezing in type wherever they could, however they could. Horizontal, vertical, curved — whatever it took to cram words into the space available. English vertical type would have been right at home on a document like this. Since most of the place names on this map were short, and the space available to me was largely vertical blocks, I decided to go for it. I picked a Western font I thought captured the feel of the original map lettering, then re-set all the type.
    With the base map template finished, I could quickly set about outputting those other 12 map variants. This basically involved creating a dozen layer group overlays for the inset box in the lower right, each one holding updated text and location images copy/pasted from the original maps, along with UI indicators as needed — the blue swirl indicating current location, and the hand-drawn arrow indicating direction of travel. Then I created another set of overlays for the red path line drawn over the map itself. Since the capsules were all smart objects, I could easily highlight individual ones as needed by selectively applying a light orange Color Overlay FX with a Soft Light blending mode.
    Think that bright red line and arrow on the road looks shockingly bad? Me too, especially considering how well art directed the rest of the VN is. It’s almost like the devs had an intern add it in Windows Paint at the last second or something. Oy vey.
    Anyway, everything else came together quickly after that. In short order, all the maps were exported and the new files were back in the hands of the team.
    Asleep yet?
    All told, the project took about 90 minutes for 13 images, with the first half an hour or so spent reviewing the maps and coming up with a plan of attack. Had I not “wasted” that time up front, I could have easily spent 2-3X longer trying to get things done in less efficient ways — if not more.
    So what have we learned today?
    When it comes to image editing, always measure twice and cut once. Plan ahead, especially on more complex projects. Always be willing to break, or at least bend, your own rules if a situation demands it. I will be made up of approximately 93% pumpkin pie by this time tomorrow. #3 is a very conservative estimate.
  18. Like
    Darbury got a reaction from Narcosis for a blog entry, Tackling More Complex Graphics [VN Image Editing]   
    Here in the United States, we’ll be spending Thursday the way The Lord God intended: eating our weight in meat, potatoes, and gravy, then farting ourselves to sleep on our uncles’ living room couches. Those of you from other countries have good reason to be jealous; there’s no slumber quite as deep or blissful as the post-Thanksgiving coma. But guess what, my forlorn foreign friends? This year, you’re in luck. That’s right — I’ve decided to write another image editing post. With any luck, this’ll put you to sleep faster than the second season of The Walking Dead.
    I know. Those are lofty claims, but I’m ready to deliver a Thanksgiving miracle. You’re welcome.
    Insomniacs of the World, Good Night.
    So at the tail end of image editing on a yet-to-be-released otome translation, I got a care package from the TL team with an additional set of graphics that needed retouching. Most of it was straightforward stuff — modal UI elements, chapter title screens, etc. — but one folder in particular seemed to emanate waves of pure evil. You know that feeling you get when your phone rings at 7 o’clock on a Sunday morning? And you can see it’s your boss calling? And every hung-over bone in your body screams at you not to answer, but you know you have to? Yeah, kind of like that.
    So I opened it.
    Inside were 13 different full-screen maps, all very similar to the one above, showing the in-game route from one castle to another. I could already see it was going to be a relatively painful retouching job — lots of smallish text set against an intricately illustrated and heavily weathered map. Complicating matters was the fact that the same map was then repeated 12 more times with slight variations, each image representing the path traveled by the characters over the course of a particular chapter.
    Ouch.
    Image editing is all about measuring twice and cutting once. The more you mess with an image, the more room there is for errors and inconsistencies to creep in — and the more time you waste. So in this case, my first job was to see how much each map actually differed from the next. With any luck, I could create a base map template that contained 90% of the heavy retouching — those elements that were common to all maps — then paste the individual elements for all the other maps on top of that. In Photoshop, the easiest way to do this is layering one image over another, then applying the Difference blending mode. (For you programmers out there, you can think of this as running a diff command on two text files.) The result looks something like this:
    The black pixels represent areas where the two images are identical; the non-black pixels show where they differ. In this case, after doing this with all the images, I could see there were two main points of difference between the maps. First, the inset box on the lower right, which shows the characters’ origin, destination, and the direction of travel, along with thumbnail pictures of each location. Second, the path indicator along the road, with a highlighted road marker showing the characters’ final destination. With this info in hand, I could now start tackling the retouching itself, while setting the Photoshop file up for maximum efficiency and flexibility.
    The first step in building a map template was to remove the Japanese text from the image:
    Tedious stuff, but fairly standard. You might notice that I only removed the text from one of the orange road marker “capsules.” There were a couple reasons for that. For one, there weren’t a lot of similar patches of texture to pull from for cloning, so retouching them all would be a pain in the ass and produce uneven results. Moreover, it would be inefficient, since other than the weathering, they all look more or less identical. So in this case, I drew a selection path around the one retouched capsule, turned it into a smart object, then duped it about 20 times for all the other markers along the road:
    Better, but not quite there yet. It’s painfully obvious that all the capsules are identical, and they stick out like sore thumbs; they’re crisp and clean while the rest of the map looks beat up and worn. So my next step was to blend them into the map and add an element of irregularity by duplicating the original map image, floating it up to the top, then applying the Lighter Color blending mode. This mode compares the two images pixel by pixel, and whichever pixel is lighter gets displayed in the final image. Since the capsules were comparatively dark, this effectively lets me pick up the weathered areas of the map where the lighter parchment shows through and apply it only to the capsules.
    Much better. They look baked into the map now. As a final touch, I also added the slightest bit of canvas texture as an FX layer set to Color Burn to bring back some level of darker noise to the capsules. Not too much, though; since we have to be able to read 4-9 small English letters as opposed to a couple large kanji characters, we need to allow for some increased contrast.
    Done and done. I was finally in a position where I could start adding the translated text to the map. And that’s where I decided to break one of my cardinal rules: never set English type in vertical stacks. Every rule has its exception, though, and this was one right here. The lettering in older, hand-drawn maps was often a loosey-goosey affair, with cartographers squeezing in type wherever they could, however they could. Horizontal, vertical, curved — whatever it took to cram words into the space available. English vertical type would have been right at home on a document like this. Since most of the place names on this map were short, and the space available to me was largely vertical blocks, I decided to go for it. I picked a Western font I thought captured the feel of the original map lettering, then re-set all the type.
    With the base map template finished, I could quickly set about outputting those other 12 map variants. This basically involved creating a dozen layer group overlays for the inset box in the lower right, each one holding updated text and location images copy/pasted from the original maps, along with UI indicators as needed — the blue swirl indicating current location, and the hand-drawn arrow indicating direction of travel. Then I created another set of overlays for the red path line drawn over the map itself. Since the capsules were all smart objects, I could easily highlight individual ones as needed by selectively applying a light orange Color Overlay FX with a Soft Light blending mode.
    Think that bright red line and arrow on the road looks shockingly bad? Me too, especially considering how well art directed the rest of the VN is. It’s almost like the devs had an intern add it in Windows Paint at the last second or something. Oy vey.
    Anyway, everything else came together quickly after that. In short order, all the maps were exported and the new files were back in the hands of the team.
    Asleep yet?
    All told, the project took about 90 minutes for 13 images, with the first half an hour or so spent reviewing the maps and coming up with a plan of attack. Had I not “wasted” that time up front, I could have easily spent 2-3X longer trying to get things done in less efficient ways — if not more.
    So what have we learned today?
    When it comes to image editing, always measure twice and cut once. Plan ahead, especially on more complex projects. Always be willing to break, or at least bend, your own rules if a situation demands it. I will be made up of approximately 93% pumpkin pie by this time tomorrow. #3 is a very conservative estimate.
  19. Like
    Darbury got a reaction from Tenkuru for a blog entry, Tackling More Complex Graphics [VN Image Editing]   
    Here in the United States, we’ll be spending Thursday the way The Lord God intended: eating our weight in meat, potatoes, and gravy, then farting ourselves to sleep on our uncles’ living room couches. Those of you from other countries have good reason to be jealous; there’s no slumber quite as deep or blissful as the post-Thanksgiving coma. But guess what, my forlorn foreign friends? This year, you’re in luck. That’s right — I’ve decided to write another image editing post. With any luck, this’ll put you to sleep faster than the second season of The Walking Dead.
    I know. Those are lofty claims, but I’m ready to deliver a Thanksgiving miracle. You’re welcome.
    Insomniacs of the World, Good Night.
    So at the tail end of image editing on a yet-to-be-released otome translation, I got a care package from the TL team with an additional set of graphics that needed retouching. Most of it was straightforward stuff — modal UI elements, chapter title screens, etc. — but one folder in particular seemed to emanate waves of pure evil. You know that feeling you get when your phone rings at 7 o’clock on a Sunday morning? And you can see it’s your boss calling? And every hung-over bone in your body screams at you not to answer, but you know you have to? Yeah, kind of like that.
    So I opened it.
    Inside were 13 different full-screen maps, all very similar to the one above, showing the in-game route from one castle to another. I could already see it was going to be a relatively painful retouching job — lots of smallish text set against an intricately illustrated and heavily weathered map. Complicating matters was the fact that the same map was then repeated 12 more times with slight variations, each image representing the path traveled by the characters over the course of a particular chapter.
    Ouch.
    Image editing is all about measuring twice and cutting once. The more you mess with an image, the more room there is for errors and inconsistencies to creep in — and the more time you waste. So in this case, my first job was to see how much each map actually differed from the next. With any luck, I could create a base map template that contained 90% of the heavy retouching — those elements that were common to all maps — then paste the individual elements for all the other maps on top of that. In Photoshop, the easiest way to do this is layering one image over another, then applying the Difference blending mode. (For you programmers out there, you can think of this as running a diff command on two text files.) The result looks something like this:
    The black pixels represent areas where the two images are identical; the non-black pixels show where they differ. In this case, after doing this with all the images, I could see there were two main points of difference between the maps. First, the inset box on the lower right, which shows the characters’ origin, destination, and the direction of travel, along with thumbnail pictures of each location. Second, the path indicator along the road, with a highlighted road marker showing the characters’ final destination. With this info in hand, I could now start tackling the retouching itself, while setting the Photoshop file up for maximum efficiency and flexibility.
    The first step in building a map template was to remove the Japanese text from the image:
    Tedious stuff, but fairly standard. You might notice that I only removed the text from one of the orange road marker “capsules.” There were a couple reasons for that. For one, there weren’t a lot of similar patches of texture to pull from for cloning, so retouching them all would be a pain in the ass and produce uneven results. Moreover, it would be inefficient, since other than the weathering, they all look more or less identical. So in this case, I drew a selection path around the one retouched capsule, turned it into a smart object, then duped it about 20 times for all the other markers along the road:
    Better, but not quite there yet. It’s painfully obvious that all the capsules are identical, and they stick out like sore thumbs; they’re crisp and clean while the rest of the map looks beat up and worn. So my next step was to blend them into the map and add an element of irregularity by duplicating the original map image, floating it up to the top, then applying the Lighter Color blending mode. This mode compares the two images pixel by pixel, and whichever pixel is lighter gets displayed in the final image. Since the capsules were comparatively dark, this effectively lets me pick up the weathered areas of the map where the lighter parchment shows through and apply it only to the capsules.
    Much better. They look baked into the map now. As a final touch, I also added the slightest bit of canvas texture as an FX layer set to Color Burn to bring back some level of darker noise to the capsules. Not too much, though; since we have to be able to read 4-9 small English letters as opposed to a couple large kanji characters, we need to allow for some increased contrast.
    Done and done. I was finally in a position where I could start adding the translated text to the map. And that’s where I decided to break one of my cardinal rules: never set English type in vertical stacks. Every rule has its exception, though, and this was one right here. The lettering in older, hand-drawn maps was often a loosey-goosey affair, with cartographers squeezing in type wherever they could, however they could. Horizontal, vertical, curved — whatever it took to cram words into the space available. English vertical type would have been right at home on a document like this. Since most of the place names on this map were short, and the space available to me was largely vertical blocks, I decided to go for it. I picked a Western font I thought captured the feel of the original map lettering, then re-set all the type.
    With the base map template finished, I could quickly set about outputting those other 12 map variants. This basically involved creating a dozen layer group overlays for the inset box in the lower right, each one holding updated text and location images copy/pasted from the original maps, along with UI indicators as needed — the blue swirl indicating current location, and the hand-drawn arrow indicating direction of travel. Then I created another set of overlays for the red path line drawn over the map itself. Since the capsules were all smart objects, I could easily highlight individual ones as needed by selectively applying a light orange Color Overlay FX with a Soft Light blending mode.
    Think that bright red line and arrow on the road looks shockingly bad? Me too, especially considering how well art directed the rest of the VN is. It’s almost like the devs had an intern add it in Windows Paint at the last second or something. Oy vey.
    Anyway, everything else came together quickly after that. In short order, all the maps were exported and the new files were back in the hands of the team.
    Asleep yet?
    All told, the project took about 90 minutes for 13 images, with the first half an hour or so spent reviewing the maps and coming up with a plan of attack. Had I not “wasted” that time up front, I could have easily spent 2-3X longer trying to get things done in less efficient ways — if not more.
    So what have we learned today?
    When it comes to image editing, always measure twice and cut once. Plan ahead, especially on more complex projects. Always be willing to break, or at least bend, your own rules if a situation demands it. I will be made up of approximately 93% pumpkin pie by this time tomorrow. #3 is a very conservative estimate.
  20. Like
    Darbury got a reaction from Deep Blue for a blog entry, Tackling More Complex Graphics [VN Image Editing]   
    Here in the United States, we’ll be spending Thursday the way The Lord God intended: eating our weight in meat, potatoes, and gravy, then farting ourselves to sleep on our uncles’ living room couches. Those of you from other countries have good reason to be jealous; there’s no slumber quite as deep or blissful as the post-Thanksgiving coma. But guess what, my forlorn foreign friends? This year, you’re in luck. That’s right — I’ve decided to write another image editing post. With any luck, this’ll put you to sleep faster than the second season of The Walking Dead.
    I know. Those are lofty claims, but I’m ready to deliver a Thanksgiving miracle. You’re welcome.
    Insomniacs of the World, Good Night.
    So at the tail end of image editing on a yet-to-be-released otome translation, I got a care package from the TL team with an additional set of graphics that needed retouching. Most of it was straightforward stuff — modal UI elements, chapter title screens, etc. — but one folder in particular seemed to emanate waves of pure evil. You know that feeling you get when your phone rings at 7 o’clock on a Sunday morning? And you can see it’s your boss calling? And every hung-over bone in your body screams at you not to answer, but you know you have to? Yeah, kind of like that.
    So I opened it.
    Inside were 13 different full-screen maps, all very similar to the one above, showing the in-game route from one castle to another. I could already see it was going to be a relatively painful retouching job — lots of smallish text set against an intricately illustrated and heavily weathered map. Complicating matters was the fact that the same map was then repeated 12 more times with slight variations, each image representing the path traveled by the characters over the course of a particular chapter.
    Ouch.
    Image editing is all about measuring twice and cutting once. The more you mess with an image, the more room there is for errors and inconsistencies to creep in — and the more time you waste. So in this case, my first job was to see how much each map actually differed from the next. With any luck, I could create a base map template that contained 90% of the heavy retouching — those elements that were common to all maps — then paste the individual elements for all the other maps on top of that. In Photoshop, the easiest way to do this is layering one image over another, then applying the Difference blending mode. (For you programmers out there, you can think of this as running a diff command on two text files.) The result looks something like this:
    The black pixels represent areas where the two images are identical; the non-black pixels show where they differ. In this case, after doing this with all the images, I could see there were two main points of difference between the maps. First, the inset box on the lower right, which shows the characters’ origin, destination, and the direction of travel, along with thumbnail pictures of each location. Second, the path indicator along the road, with a highlighted road marker showing the characters’ final destination. With this info in hand, I could now start tackling the retouching itself, while setting the Photoshop file up for maximum efficiency and flexibility.
    The first step in building a map template was to remove the Japanese text from the image:
    Tedious stuff, but fairly standard. You might notice that I only removed the text from one of the orange road marker “capsules.” There were a couple reasons for that. For one, there weren’t a lot of similar patches of texture to pull from for cloning, so retouching them all would be a pain in the ass and produce uneven results. Moreover, it would be inefficient, since other than the weathering, they all look more or less identical. So in this case, I drew a selection path around the one retouched capsule, turned it into a smart object, then duped it about 20 times for all the other markers along the road:
    Better, but not quite there yet. It’s painfully obvious that all the capsules are identical, and they stick out like sore thumbs; they’re crisp and clean while the rest of the map looks beat up and worn. So my next step was to blend them into the map and add an element of irregularity by duplicating the original map image, floating it up to the top, then applying the Lighter Color blending mode. This mode compares the two images pixel by pixel, and whichever pixel is lighter gets displayed in the final image. Since the capsules were comparatively dark, this effectively lets me pick up the weathered areas of the map where the lighter parchment shows through and apply it only to the capsules.
    Much better. They look baked into the map now. As a final touch, I also added the slightest bit of canvas texture as an FX layer set to Color Burn to bring back some level of darker noise to the capsules. Not too much, though; since we have to be able to read 4-9 small English letters as opposed to a couple large kanji characters, we need to allow for some increased contrast.
    Done and done. I was finally in a position where I could start adding the translated text to the map. And that’s where I decided to break one of my cardinal rules: never set English type in vertical stacks. Every rule has its exception, though, and this was one right here. The lettering in older, hand-drawn maps was often a loosey-goosey affair, with cartographers squeezing in type wherever they could, however they could. Horizontal, vertical, curved — whatever it took to cram words into the space available. English vertical type would have been right at home on a document like this. Since most of the place names on this map were short, and the space available to me was largely vertical blocks, I decided to go for it. I picked a Western font I thought captured the feel of the original map lettering, then re-set all the type.
    With the base map template finished, I could quickly set about outputting those other 12 map variants. This basically involved creating a dozen layer group overlays for the inset box in the lower right, each one holding updated text and location images copy/pasted from the original maps, along with UI indicators as needed — the blue swirl indicating current location, and the hand-drawn arrow indicating direction of travel. Then I created another set of overlays for the red path line drawn over the map itself. Since the capsules were all smart objects, I could easily highlight individual ones as needed by selectively applying a light orange Color Overlay FX with a Soft Light blending mode.
    Think that bright red line and arrow on the road looks shockingly bad? Me too, especially considering how well art directed the rest of the VN is. It’s almost like the devs had an intern add it in Windows Paint at the last second or something. Oy vey.
    Anyway, everything else came together quickly after that. In short order, all the maps were exported and the new files were back in the hands of the team.
    Asleep yet?
    All told, the project took about 90 minutes for 13 images, with the first half an hour or so spent reviewing the maps and coming up with a plan of attack. Had I not “wasted” that time up front, I could have easily spent 2-3X longer trying to get things done in less efficient ways — if not more.
    So what have we learned today?
    When it comes to image editing, always measure twice and cut once. Plan ahead, especially on more complex projects. Always be willing to break, or at least bend, your own rules if a situation demands it. I will be made up of approximately 93% pumpkin pie by this time tomorrow. #3 is a very conservative estimate.
  21. Like
    Darbury got a reaction from akaritan for a blog entry, Tackling More Complex Graphics [VN Image Editing]   
    Here in the United States, we’ll be spending Thursday the way The Lord God intended: eating our weight in meat, potatoes, and gravy, then farting ourselves to sleep on our uncles’ living room couches. Those of you from other countries have good reason to be jealous; there’s no slumber quite as deep or blissful as the post-Thanksgiving coma. But guess what, my forlorn foreign friends? This year, you’re in luck. That’s right — I’ve decided to write another image editing post. With any luck, this’ll put you to sleep faster than the second season of The Walking Dead.
    I know. Those are lofty claims, but I’m ready to deliver a Thanksgiving miracle. You’re welcome.
    Insomniacs of the World, Good Night.
    So at the tail end of image editing on a yet-to-be-released otome translation, I got a care package from the TL team with an additional set of graphics that needed retouching. Most of it was straightforward stuff — modal UI elements, chapter title screens, etc. — but one folder in particular seemed to emanate waves of pure evil. You know that feeling you get when your phone rings at 7 o’clock on a Sunday morning? And you can see it’s your boss calling? And every hung-over bone in your body screams at you not to answer, but you know you have to? Yeah, kind of like that.
    So I opened it.
    Inside were 13 different full-screen maps, all very similar to the one above, showing the in-game route from one castle to another. I could already see it was going to be a relatively painful retouching job — lots of smallish text set against an intricately illustrated and heavily weathered map. Complicating matters was the fact that the same map was then repeated 12 more times with slight variations, each image representing the path traveled by the characters over the course of a particular chapter.
    Ouch.
    Image editing is all about measuring twice and cutting once. The more you mess with an image, the more room there is for errors and inconsistencies to creep in — and the more time you waste. So in this case, my first job was to see how much each map actually differed from the next. With any luck, I could create a base map template that contained 90% of the heavy retouching — those elements that were common to all maps — then paste the individual elements for all the other maps on top of that. In Photoshop, the easiest way to do this is layering one image over another, then applying the Difference blending mode. (For you programmers out there, you can think of this as running a diff command on two text files.) The result looks something like this:
    The black pixels represent areas where the two images are identical; the non-black pixels show where they differ. In this case, after doing this with all the images, I could see there were two main points of difference between the maps. First, the inset box on the lower right, which shows the characters’ origin, destination, and the direction of travel, along with thumbnail pictures of each location. Second, the path indicator along the road, with a highlighted road marker showing the characters’ final destination. With this info in hand, I could now start tackling the retouching itself, while setting the Photoshop file up for maximum efficiency and flexibility.
    The first step in building a map template was to remove the Japanese text from the image:
    Tedious stuff, but fairly standard. You might notice that I only removed the text from one of the orange road marker “capsules.” There were a couple reasons for that. For one, there weren’t a lot of similar patches of texture to pull from for cloning, so retouching them all would be a pain in the ass and produce uneven results. Moreover, it would be inefficient, since other than the weathering, they all look more or less identical. So in this case, I drew a selection path around the one retouched capsule, turned it into a smart object, then duped it about 20 times for all the other markers along the road:
    Better, but not quite there yet. It’s painfully obvious that all the capsules are identical, and they stick out like sore thumbs; they’re crisp and clean while the rest of the map looks beat up and worn. So my next step was to blend them into the map and add an element of irregularity by duplicating the original map image, floating it up to the top, then applying the Lighter Color blending mode. This mode compares the two images pixel by pixel, and whichever pixel is lighter gets displayed in the final image. Since the capsules were comparatively dark, this effectively lets me pick up the weathered areas of the map where the lighter parchment shows through and apply it only to the capsules.
    Much better. They look baked into the map now. As a final touch, I also added the slightest bit of canvas texture as an FX layer set to Color Burn to bring back some level of darker noise to the capsules. Not too much, though; since we have to be able to read 4-9 small English letters as opposed to a couple large kanji characters, we need to allow for some increased contrast.
    Done and done. I was finally in a position where I could start adding the translated text to the map. And that’s where I decided to break one of my cardinal rules: never set English type in vertical stacks. Every rule has its exception, though, and this was one right here. The lettering in older, hand-drawn maps was often a loosey-goosey affair, with cartographers squeezing in type wherever they could, however they could. Horizontal, vertical, curved — whatever it took to cram words into the space available. English vertical type would have been right at home on a document like this. Since most of the place names on this map were short, and the space available to me was largely vertical blocks, I decided to go for it. I picked a Western font I thought captured the feel of the original map lettering, then re-set all the type.
    With the base map template finished, I could quickly set about outputting those other 12 map variants. This basically involved creating a dozen layer group overlays for the inset box in the lower right, each one holding updated text and location images copy/pasted from the original maps, along with UI indicators as needed — the blue swirl indicating current location, and the hand-drawn arrow indicating direction of travel. Then I created another set of overlays for the red path line drawn over the map itself. Since the capsules were all smart objects, I could easily highlight individual ones as needed by selectively applying a light orange Color Overlay FX with a Soft Light blending mode.
    Think that bright red line and arrow on the road looks shockingly bad? Me too, especially considering how well art directed the rest of the VN is. It’s almost like the devs had an intern add it in Windows Paint at the last second or something. Oy vey.
    Anyway, everything else came together quickly after that. In short order, all the maps were exported and the new files were back in the hands of the team.
    Asleep yet?
    All told, the project took about 90 minutes for 13 images, with the first half an hour or so spent reviewing the maps and coming up with a plan of attack. Had I not “wasted” that time up front, I could have easily spent 2-3X longer trying to get things done in less efficient ways — if not more.
    So what have we learned today?
    When it comes to image editing, always measure twice and cut once. Plan ahead, especially on more complex projects. Always be willing to break, or at least bend, your own rules if a situation demands it. I will be made up of approximately 93% pumpkin pie by this time tomorrow. #3 is a very conservative estimate.
  22. Like
    Darbury got a reaction from Funyarinpa for a blog entry, A Few Thoughts on Cheese   
    You need to know something about me: I love cheese. Lovelovelove it.
    Don’t know what to get me for my birthday? Cheese. Want to cheer me up at the end of a long day? Cheese. Watching the timer tick down on the bad guy’s bomb and you don’t know which wire to cut? Cheese. That doesn’t even make sense and I don’t care. You know why? Cheese.
    And since you were kind enough to bring up the topic of cheese, I’ll go one step further and say the following: not much in life measures up to a good unpasteurized cheese. Something really rich and complex and made from raw milk. The good stuff. The real stuff. Something that makes you feel (and smell) like you’ve died and gone to cheese heaven. I’m talking cheese with a capital C.
    But here’s the problem: I live in the United States, and here on this side of the pond, the FDA takes a dim view of unpasteurized dairy products such as these. In fact, it’s actually illegal to import or sell certain kinds of raw milk cheese here in the States — a traditional Camembert, for instance. There’s been some debate among foodies about the factual basis for that decision, but since I don’t know much about the science one way or the other, I’ll leave those debates to wiser minds than mine.
    Anyway, in theory, the FDA ban shouldn’t really affect me much. The kinds of raw milk cheeses I prefer — funky, nuanced, mature — all pass these FDA requirements with flying colors. Yup, I should just be able to buy my curds and be on my whey. (Yeah, I did just write that. And no, I’m not taking it back.) But the reality of things isn’t nearly so kind. Most big chain supermarkets won’t carry unpasteurized cheeses at all, regardless of their provenance or if they’ve been approved for sale by the FDA. And why should they? Too much work for too little reward. Not only does unpasteurized cheese carry a certain stigma of food-borne illness, it requires extra care in shipping, handling, staff education, selling — and the demand just isn’t there yet to justify such efforts.
    Sure, there are specialty cheese shops where one can go to buy the good stuff. (They’re called cheesemongers, which sounds pretty baller if you ask me.) And if you’re in the know, you might even have ways of getting some unadulterated cheese from the curd-loving community — unofficial food co-ops and that sort of thing. But for many people, unpasteurized cheese is simply something they don’t know much about or have easy access to. And so, they don’t buy it.

    This obviously poses a problem for cheese importers. Their business model is simple: acquire product from cheesemakers overseas, ship it to the United States, then repackage and sell it for enough to cover the costs of importing — plus a small profit. If the potential market is too small, however, it’s often not worth the cost of bringing the cheese over at all; they’d never recoup their initial investment. In that scenario, the importers go out of business, and we’re all stuck eating great big orange hunks of Velveeta™ brand cheeze food product instead.
    So what some importers have started doing, in partnership with the international cheesemakers themselves, is offering alternate pasteurized versions of these very same cheeses for import and resale in America. They’re a little different from the originals — the pasteurization process has stripped away some of the quirkiness and complexity that made the cheeses so interesting in the first place — but they’re products that the big supermarket chains are now willing to stock and sell. And for many people, a good pasteurized cheese that’s somewhat close to the original is better than no cheese at all. As a bonus, the sales volume generated by the pasteurized cheeses often (but not always) allows the importers to bring over the unpasteurized version to those specialty shops stateside.
    Win-win, right? Depends who you ask.
    For example, a foodie friend of mine is absolutely livid, saying this whole pasteurized cheese business has left a bad taste in his mouth. He’s so upset, in fact, that he’s vowed never to support these particular cheese importers again. “Don’t you get it, Darbury?” he demands of me. “This is cheese censorship!”
    He’s a good guy, my friend, but he has a flair for the dramatic.
    “They’re selling people bastardized versions of these cheeses. Shoppers see Camembert on the label, but they’re not actually getting the real unpasteurized Camembert that people in France are eating. It might have started out that way, but they sucked the soul out of it for the sake of more sales here in America. And unless people research their cheese ahead of time, they won’t even know they’re not getting the real thing. The cheese importers are lying to us for a quick buck!”
    Like I said, dramatic.
    While I can’t swear to it, I tell him, I doubt the import companies are trying to systematically deceive the cheese eaters of America. I mean, the Camembert says “pasteurized” right there on the label. How much more notice do they have to give consumers? A giant red sticker that says, “WARNING! THIS CAMEMBERT IS NOT THE SAME AS THE UNPASTEURIZED CAMEMBERT YOU CAN GET IN FRANCE! IF YOU HAVE ANY RESPECT FOR YOURSELF, DON’T BUY THIS”? Besides, I say, now people are getting exposed to all sorts of different cheeses they might not have had access to otherwise. And even if those cheeses aren’t the pure and unadulterated experiences of the originals, they’re pretty close. Plus, those pasteurized alternatives are broadening the market for cheese in general, which means more foreign cheesemakers will be interested in importing their products to the States in the future. And hey, once the public demand is large enough, more big supermarkets might consider carrying unpasteurized cheese.
    “What, do you work for the cheese importers or something? Why are you sticking up for them? They’re just rolling around in big piles of money and Brie right now, laughing at us. People deserve the cheeses that their makers originally intended. Simple as that. Either give us the original cheese, or don’t bother. Anything else is disrespectful to the vision of the dairy farmer. Anyway, I’m not interested in expanding the general audience for dairy products. I just want to be able to buy the cheeses I like, the way that I like them.”
    But wait, I say. Aren’t a lot of the cheese importers also bringing over the unpasteurized originals as part of the deal that lets them sell the pasteurized versions?
    “Seriously, Darbury — how much are they paying you to say stuff like this? There’s no guarantee they’ll ever bring over that original cheese. They just dump the pasteurized version on store shelves with some vague promise that, if enough people buy it, they might bring over the unpasteurized one. Whatever. And even when they do follow through, they do a crap-ass job of it. You know about Casu Marzu, right? It’s this amazing cheese made in Sardinia, filled with thousands of live, wriggling maggots. Sounds totally intense, right? You cut it open and they all come pouring out. But when the importers bring that cheese to America, you know what? There are no maggots in it. None.”
    Well yeah, I say. I think that’s against every single customs regulation on the books. You can’t bring live maggots into the country. It’s straight up illegal. And kind of disgusting.
    “Duh. Of course it is. Unlike some people, Darbury, I try to actually know what I’m talking about before I open my big mouth. What I’m trying to tell you is that if the importers really cared about what the cheese-enthusiast community thought, they’d put maggots back into the cheese before reselling it here. But they don’t. Because they’re greedy and lazy. And that’s why they’ll never see another dollar of my money.”
    Wait, I say. Hold up. You want them to put maggots back into the cheese?
    “Yeah. The original cheese had maggots before it was imported, so it should have maggots when I buy it here. Anything else is a lie.”
    But they’re not even the same maggots, I say. Replacement maggots are no more authentic than the absence of maggots would be.
    “Stop arguing semantics with me, Darbury. Censorship is censorship. If there aren’t any maggots in it, then it’s not Casu Marzu. And I won’t support cheese censorship. This is how Nazi Germany started.”
    I slowly back away.
    “Don’t let them win, Darbury! If you really care about cheese, it’s time to buy a cow and a couple of goats and learn how to make your own raw milk cheese. That way, you don’t have to sit around waiting for whatever those lying cheese importers are willing to foist on you.”
    Then my friend throws a smoke bomb at the ground directly in front of him and vanishes, bad-ass ninja style.
    "Don't let them win, Darburrrryyyyyy..."
    Like I said, dramatic.
    I’m glad he disappeared when he did, because what I was going to say next would have driven him completely over the edge. Here’s the thing: while I love raw milk cheese, I also enjoy having the pasteurized option available to me. For various reasons, most of my cheese eating is done in public places like trains or planes, and I’d prefer not to have random people look over and catch me noshing on something that smells like an elk just shat out a gangrenous foot. Certain things should be enjoyed in the privacy of one’s home; it’s just common courtesy. I don’t want to be That Guy on the Train, and those pasteurized cheeses go a long way toward helping me not be Him.
    There’s more I could say about cheese, but — crap! — I just remembered this was supposed to be a blog about visual novels. Sorry! I honestly don’t know what came over me. Never sit down to write a post when you’re feeling hungry, amirite?
    Lesson learned. Next time, I promise I’ll write something about visual novels. Unlike this blog post, which was clearly about cheese.
  23. Like
    Darbury got a reaction from Fred the Barber for a blog entry, A Few Thoughts on Cheese   
    You need to know something about me: I love cheese. Lovelovelove it.
    Don’t know what to get me for my birthday? Cheese. Want to cheer me up at the end of a long day? Cheese. Watching the timer tick down on the bad guy’s bomb and you don’t know which wire to cut? Cheese. That doesn’t even make sense and I don’t care. You know why? Cheese.
    And since you were kind enough to bring up the topic of cheese, I’ll go one step further and say the following: not much in life measures up to a good unpasteurized cheese. Something really rich and complex and made from raw milk. The good stuff. The real stuff. Something that makes you feel (and smell) like you’ve died and gone to cheese heaven. I’m talking cheese with a capital C.
    But here’s the problem: I live in the United States, and here on this side of the pond, the FDA takes a dim view of unpasteurized dairy products such as these. In fact, it’s actually illegal to import or sell certain kinds of raw milk cheese here in the States — a traditional Camembert, for instance. There’s been some debate among foodies about the factual basis for that decision, but since I don’t know much about the science one way or the other, I’ll leave those debates to wiser minds than mine.
    Anyway, in theory, the FDA ban shouldn’t really affect me much. The kinds of raw milk cheeses I prefer — funky, nuanced, mature — all pass these FDA requirements with flying colors. Yup, I should just be able to buy my curds and be on my whey. (Yeah, I did just write that. And no, I’m not taking it back.) But the reality of things isn’t nearly so kind. Most big chain supermarkets won’t carry unpasteurized cheeses at all, regardless of their provenance or if they’ve been approved for sale by the FDA. And why should they? Too much work for too little reward. Not only does unpasteurized cheese carry a certain stigma of food-borne illness, it requires extra care in shipping, handling, staff education, selling — and the demand just isn’t there yet to justify such efforts.
    Sure, there are specialty cheese shops where one can go to buy the good stuff. (They’re called cheesemongers, which sounds pretty baller if you ask me.) And if you’re in the know, you might even have ways of getting some unadulterated cheese from the curd-loving community — unofficial food co-ops and that sort of thing. But for many people, unpasteurized cheese is simply something they don’t know much about or have easy access to. And so, they don’t buy it.

    This obviously poses a problem for cheese importers. Their business model is simple: acquire product from cheesemakers overseas, ship it to the United States, then repackage and sell it for enough to cover the costs of importing — plus a small profit. If the potential market is too small, however, it’s often not worth the cost of bringing the cheese over at all; they’d never recoup their initial investment. In that scenario, the importers go out of business, and we’re all stuck eating great big orange hunks of Velveeta™ brand cheeze food product instead.
    So what some importers have started doing, in partnership with the international cheesemakers themselves, is offering alternate pasteurized versions of these very same cheeses for import and resale in America. They’re a little different from the originals — the pasteurization process has stripped away some of the quirkiness and complexity that made the cheeses so interesting in the first place — but they’re products that the big supermarket chains are now willing to stock and sell. And for many people, a good pasteurized cheese that’s somewhat close to the original is better than no cheese at all. As a bonus, the sales volume generated by the pasteurized cheeses often (but not always) allows the importers to bring over the unpasteurized version to those specialty shops stateside.
    Win-win, right? Depends who you ask.
    For example, a foodie friend of mine is absolutely livid, saying this whole pasteurized cheese business has left a bad taste in his mouth. He’s so upset, in fact, that he’s vowed never to support these particular cheese importers again. “Don’t you get it, Darbury?” he demands of me. “This is cheese censorship!”
    He’s a good guy, my friend, but he has a flair for the dramatic.
    “They’re selling people bastardized versions of these cheeses. Shoppers see Camembert on the label, but they’re not actually getting the real unpasteurized Camembert that people in France are eating. It might have started out that way, but they sucked the soul out of it for the sake of more sales here in America. And unless people research their cheese ahead of time, they won’t even know they’re not getting the real thing. The cheese importers are lying to us for a quick buck!”
    Like I said, dramatic.
    While I can’t swear to it, I tell him, I doubt the import companies are trying to systematically deceive the cheese eaters of America. I mean, the Camembert says “pasteurized” right there on the label. How much more notice do they have to give consumers? A giant red sticker that says, “WARNING! THIS CAMEMBERT IS NOT THE SAME AS THE UNPASTEURIZED CAMEMBERT YOU CAN GET IN FRANCE! IF YOU HAVE ANY RESPECT FOR YOURSELF, DON’T BUY THIS”? Besides, I say, now people are getting exposed to all sorts of different cheeses they might not have had access to otherwise. And even if those cheeses aren’t the pure and unadulterated experiences of the originals, they’re pretty close. Plus, those pasteurized alternatives are broadening the market for cheese in general, which means more foreign cheesemakers will be interested in importing their products to the States in the future. And hey, once the public demand is large enough, more big supermarkets might consider carrying unpasteurized cheese.
    “What, do you work for the cheese importers or something? Why are you sticking up for them? They’re just rolling around in big piles of money and Brie right now, laughing at us. People deserve the cheeses that their makers originally intended. Simple as that. Either give us the original cheese, or don’t bother. Anything else is disrespectful to the vision of the dairy farmer. Anyway, I’m not interested in expanding the general audience for dairy products. I just want to be able to buy the cheeses I like, the way that I like them.”
    But wait, I say. Aren’t a lot of the cheese importers also bringing over the unpasteurized originals as part of the deal that lets them sell the pasteurized versions?
    “Seriously, Darbury — how much are they paying you to say stuff like this? There’s no guarantee they’ll ever bring over that original cheese. They just dump the pasteurized version on store shelves with some vague promise that, if enough people buy it, they might bring over the unpasteurized one. Whatever. And even when they do follow through, they do a crap-ass job of it. You know about Casu Marzu, right? It’s this amazing cheese made in Sardinia, filled with thousands of live, wriggling maggots. Sounds totally intense, right? You cut it open and they all come pouring out. But when the importers bring that cheese to America, you know what? There are no maggots in it. None.”
    Well yeah, I say. I think that’s against every single customs regulation on the books. You can’t bring live maggots into the country. It’s straight up illegal. And kind of disgusting.
    “Duh. Of course it is. Unlike some people, Darbury, I try to actually know what I’m talking about before I open my big mouth. What I’m trying to tell you is that if the importers really cared about what the cheese-enthusiast community thought, they’d put maggots back into the cheese before reselling it here. But they don’t. Because they’re greedy and lazy. And that’s why they’ll never see another dollar of my money.”
    Wait, I say. Hold up. You want them to put maggots back into the cheese?
    “Yeah. The original cheese had maggots before it was imported, so it should have maggots when I buy it here. Anything else is a lie.”
    But they’re not even the same maggots, I say. Replacement maggots are no more authentic than the absence of maggots would be.
    “Stop arguing semantics with me, Darbury. Censorship is censorship. If there aren’t any maggots in it, then it’s not Casu Marzu. And I won’t support cheese censorship. This is how Nazi Germany started.”
    I slowly back away.
    “Don’t let them win, Darbury! If you really care about cheese, it’s time to buy a cow and a couple of goats and learn how to make your own raw milk cheese. That way, you don’t have to sit around waiting for whatever those lying cheese importers are willing to foist on you.”
    Then my friend throws a smoke bomb at the ground directly in front of him and vanishes, bad-ass ninja style.
    "Don't let them win, Darburrrryyyyyy..."
    Like I said, dramatic.
    I’m glad he disappeared when he did, because what I was going to say next would have driven him completely over the edge. Here’s the thing: while I love raw milk cheese, I also enjoy having the pasteurized option available to me. For various reasons, most of my cheese eating is done in public places like trains or planes, and I’d prefer not to have random people look over and catch me noshing on something that smells like an elk just shat out a gangrenous foot. Certain things should be enjoyed in the privacy of one’s home; it’s just common courtesy. I don’t want to be That Guy on the Train, and those pasteurized cheeses go a long way toward helping me not be Him.
    There’s more I could say about cheese, but — crap! — I just remembered this was supposed to be a blog about visual novels. Sorry! I honestly don’t know what came over me. Never sit down to write a post when you’re feeling hungry, amirite?
    Lesson learned. Next time, I promise I’ll write something about visual novels. Unlike this blog post, which was clearly about cheese.
  24. Like
    Darbury got a reaction from AaronIsCrunchy for a blog entry, A Few Thoughts on Cheese   
    You need to know something about me: I love cheese. Lovelovelove it.
    Don’t know what to get me for my birthday? Cheese. Want to cheer me up at the end of a long day? Cheese. Watching the timer tick down on the bad guy’s bomb and you don’t know which wire to cut? Cheese. That doesn’t even make sense and I don’t care. You know why? Cheese.
    And since you were kind enough to bring up the topic of cheese, I’ll go one step further and say the following: not much in life measures up to a good unpasteurized cheese. Something really rich and complex and made from raw milk. The good stuff. The real stuff. Something that makes you feel (and smell) like you’ve died and gone to cheese heaven. I’m talking cheese with a capital C.
    But here’s the problem: I live in the United States, and here on this side of the pond, the FDA takes a dim view of unpasteurized dairy products such as these. In fact, it’s actually illegal to import or sell certain kinds of raw milk cheese here in the States — a traditional Camembert, for instance. There’s been some debate among foodies about the factual basis for that decision, but since I don’t know much about the science one way or the other, I’ll leave those debates to wiser minds than mine.
    Anyway, in theory, the FDA ban shouldn’t really affect me much. The kinds of raw milk cheeses I prefer — funky, nuanced, mature — all pass these FDA requirements with flying colors. Yup, I should just be able to buy my curds and be on my whey. (Yeah, I did just write that. And no, I’m not taking it back.) But the reality of things isn’t nearly so kind. Most big chain supermarkets won’t carry unpasteurized cheeses at all, regardless of their provenance or if they’ve been approved for sale by the FDA. And why should they? Too much work for too little reward. Not only does unpasteurized cheese carry a certain stigma of food-borne illness, it requires extra care in shipping, handling, staff education, selling — and the demand just isn’t there yet to justify such efforts.
    Sure, there are specialty cheese shops where one can go to buy the good stuff. (They’re called cheesemongers, which sounds pretty baller if you ask me.) And if you’re in the know, you might even have ways of getting some unadulterated cheese from the curd-loving community — unofficial food co-ops and that sort of thing. But for many people, unpasteurized cheese is simply something they don’t know much about or have easy access to. And so, they don’t buy it.

    This obviously poses a problem for cheese importers. Their business model is simple: acquire product from cheesemakers overseas, ship it to the United States, then repackage and sell it for enough to cover the costs of importing — plus a small profit. If the potential market is too small, however, it’s often not worth the cost of bringing the cheese over at all; they’d never recoup their initial investment. In that scenario, the importers go out of business, and we’re all stuck eating great big orange hunks of Velveeta™ brand cheeze food product instead.
    So what some importers have started doing, in partnership with the international cheesemakers themselves, is offering alternate pasteurized versions of these very same cheeses for import and resale in America. They’re a little different from the originals — the pasteurization process has stripped away some of the quirkiness and complexity that made the cheeses so interesting in the first place — but they’re products that the big supermarket chains are now willing to stock and sell. And for many people, a good pasteurized cheese that’s somewhat close to the original is better than no cheese at all. As a bonus, the sales volume generated by the pasteurized cheeses often (but not always) allows the importers to bring over the unpasteurized version to those specialty shops stateside.
    Win-win, right? Depends who you ask.
    For example, a foodie friend of mine is absolutely livid, saying this whole pasteurized cheese business has left a bad taste in his mouth. He’s so upset, in fact, that he’s vowed never to support these particular cheese importers again. “Don’t you get it, Darbury?” he demands of me. “This is cheese censorship!”
    He’s a good guy, my friend, but he has a flair for the dramatic.
    “They’re selling people bastardized versions of these cheeses. Shoppers see Camembert on the label, but they’re not actually getting the real unpasteurized Camembert that people in France are eating. It might have started out that way, but they sucked the soul out of it for the sake of more sales here in America. And unless people research their cheese ahead of time, they won’t even know they’re not getting the real thing. The cheese importers are lying to us for a quick buck!”
    Like I said, dramatic.
    While I can’t swear to it, I tell him, I doubt the import companies are trying to systematically deceive the cheese eaters of America. I mean, the Camembert says “pasteurized” right there on the label. How much more notice do they have to give consumers? A giant red sticker that says, “WARNING! THIS CAMEMBERT IS NOT THE SAME AS THE UNPASTEURIZED CAMEMBERT YOU CAN GET IN FRANCE! IF YOU HAVE ANY RESPECT FOR YOURSELF, DON’T BUY THIS”? Besides, I say, now people are getting exposed to all sorts of different cheeses they might not have had access to otherwise. And even if those cheeses aren’t the pure and unadulterated experiences of the originals, they’re pretty close. Plus, those pasteurized alternatives are broadening the market for cheese in general, which means more foreign cheesemakers will be interested in importing their products to the States in the future. And hey, once the public demand is large enough, more big supermarkets might consider carrying unpasteurized cheese.
    “What, do you work for the cheese importers or something? Why are you sticking up for them? They’re just rolling around in big piles of money and Brie right now, laughing at us. People deserve the cheeses that their makers originally intended. Simple as that. Either give us the original cheese, or don’t bother. Anything else is disrespectful to the vision of the dairy farmer. Anyway, I’m not interested in expanding the general audience for dairy products. I just want to be able to buy the cheeses I like, the way that I like them.”
    But wait, I say. Aren’t a lot of the cheese importers also bringing over the unpasteurized originals as part of the deal that lets them sell the pasteurized versions?
    “Seriously, Darbury — how much are they paying you to say stuff like this? There’s no guarantee they’ll ever bring over that original cheese. They just dump the pasteurized version on store shelves with some vague promise that, if enough people buy it, they might bring over the unpasteurized one. Whatever. And even when they do follow through, they do a crap-ass job of it. You know about Casu Marzu, right? It’s this amazing cheese made in Sardinia, filled with thousands of live, wriggling maggots. Sounds totally intense, right? You cut it open and they all come pouring out. But when the importers bring that cheese to America, you know what? There are no maggots in it. None.”
    Well yeah, I say. I think that’s against every single customs regulation on the books. You can’t bring live maggots into the country. It’s straight up illegal. And kind of disgusting.
    “Duh. Of course it is. Unlike some people, Darbury, I try to actually know what I’m talking about before I open my big mouth. What I’m trying to tell you is that if the importers really cared about what the cheese-enthusiast community thought, they’d put maggots back into the cheese before reselling it here. But they don’t. Because they’re greedy and lazy. And that’s why they’ll never see another dollar of my money.”
    Wait, I say. Hold up. You want them to put maggots back into the cheese?
    “Yeah. The original cheese had maggots before it was imported, so it should have maggots when I buy it here. Anything else is a lie.”
    But they’re not even the same maggots, I say. Replacement maggots are no more authentic than the absence of maggots would be.
    “Stop arguing semantics with me, Darbury. Censorship is censorship. If there aren’t any maggots in it, then it’s not Casu Marzu. And I won’t support cheese censorship. This is how Nazi Germany started.”
    I slowly back away.
    “Don’t let them win, Darbury! If you really care about cheese, it’s time to buy a cow and a couple of goats and learn how to make your own raw milk cheese. That way, you don’t have to sit around waiting for whatever those lying cheese importers are willing to foist on you.”
    Then my friend throws a smoke bomb at the ground directly in front of him and vanishes, bad-ass ninja style.
    "Don't let them win, Darburrrryyyyyy..."
    Like I said, dramatic.
    I’m glad he disappeared when he did, because what I was going to say next would have driven him completely over the edge. Here’s the thing: while I love raw milk cheese, I also enjoy having the pasteurized option available to me. For various reasons, most of my cheese eating is done in public places like trains or planes, and I’d prefer not to have random people look over and catch me noshing on something that smells like an elk just shat out a gangrenous foot. Certain things should be enjoyed in the privacy of one’s home; it’s just common courtesy. I don’t want to be That Guy on the Train, and those pasteurized cheeses go a long way toward helping me not be Him.
    There’s more I could say about cheese, but — crap! — I just remembered this was supposed to be a blog about visual novels. Sorry! I honestly don’t know what came over me. Never sit down to write a post when you’re feeling hungry, amirite?
    Lesson learned. Next time, I promise I’ll write something about visual novels. Unlike this blog post, which was clearly about cheese.
  25. Like
    Darbury got a reaction from Katatsumuri for a blog entry, A Few Thoughts on Cheese   
    You need to know something about me: I love cheese. Lovelovelove it.
    Don’t know what to get me for my birthday? Cheese. Want to cheer me up at the end of a long day? Cheese. Watching the timer tick down on the bad guy’s bomb and you don’t know which wire to cut? Cheese. That doesn’t even make sense and I don’t care. You know why? Cheese.
    And since you were kind enough to bring up the topic of cheese, I’ll go one step further and say the following: not much in life measures up to a good unpasteurized cheese. Something really rich and complex and made from raw milk. The good stuff. The real stuff. Something that makes you feel (and smell) like you’ve died and gone to cheese heaven. I’m talking cheese with a capital C.
    But here’s the problem: I live in the United States, and here on this side of the pond, the FDA takes a dim view of unpasteurized dairy products such as these. In fact, it’s actually illegal to import or sell certain kinds of raw milk cheese here in the States — a traditional Camembert, for instance. There’s been some debate among foodies about the factual basis for that decision, but since I don’t know much about the science one way or the other, I’ll leave those debates to wiser minds than mine.
    Anyway, in theory, the FDA ban shouldn’t really affect me much. The kinds of raw milk cheeses I prefer — funky, nuanced, mature — all pass these FDA requirements with flying colors. Yup, I should just be able to buy my curds and be on my whey. (Yeah, I did just write that. And no, I’m not taking it back.) But the reality of things isn’t nearly so kind. Most big chain supermarkets won’t carry unpasteurized cheeses at all, regardless of their provenance or if they’ve been approved for sale by the FDA. And why should they? Too much work for too little reward. Not only does unpasteurized cheese carry a certain stigma of food-borne illness, it requires extra care in shipping, handling, staff education, selling — and the demand just isn’t there yet to justify such efforts.
    Sure, there are specialty cheese shops where one can go to buy the good stuff. (They’re called cheesemongers, which sounds pretty baller if you ask me.) And if you’re in the know, you might even have ways of getting some unadulterated cheese from the curd-loving community — unofficial food co-ops and that sort of thing. But for many people, unpasteurized cheese is simply something they don’t know much about or have easy access to. And so, they don’t buy it.

    This obviously poses a problem for cheese importers. Their business model is simple: acquire product from cheesemakers overseas, ship it to the United States, then repackage and sell it for enough to cover the costs of importing — plus a small profit. If the potential market is too small, however, it’s often not worth the cost of bringing the cheese over at all; they’d never recoup their initial investment. In that scenario, the importers go out of business, and we’re all stuck eating great big orange hunks of Velveeta™ brand cheeze food product instead.
    So what some importers have started doing, in partnership with the international cheesemakers themselves, is offering alternate pasteurized versions of these very same cheeses for import and resale in America. They’re a little different from the originals — the pasteurization process has stripped away some of the quirkiness and complexity that made the cheeses so interesting in the first place — but they’re products that the big supermarket chains are now willing to stock and sell. And for many people, a good pasteurized cheese that’s somewhat close to the original is better than no cheese at all. As a bonus, the sales volume generated by the pasteurized cheeses often (but not always) allows the importers to bring over the unpasteurized version to those specialty shops stateside.
    Win-win, right? Depends who you ask.
    For example, a foodie friend of mine is absolutely livid, saying this whole pasteurized cheese business has left a bad taste in his mouth. He’s so upset, in fact, that he’s vowed never to support these particular cheese importers again. “Don’t you get it, Darbury?” he demands of me. “This is cheese censorship!”
    He’s a good guy, my friend, but he has a flair for the dramatic.
    “They’re selling people bastardized versions of these cheeses. Shoppers see Camembert on the label, but they’re not actually getting the real unpasteurized Camembert that people in France are eating. It might have started out that way, but they sucked the soul out of it for the sake of more sales here in America. And unless people research their cheese ahead of time, they won’t even know they’re not getting the real thing. The cheese importers are lying to us for a quick buck!”
    Like I said, dramatic.
    While I can’t swear to it, I tell him, I doubt the import companies are trying to systematically deceive the cheese eaters of America. I mean, the Camembert says “pasteurized” right there on the label. How much more notice do they have to give consumers? A giant red sticker that says, “WARNING! THIS CAMEMBERT IS NOT THE SAME AS THE UNPASTEURIZED CAMEMBERT YOU CAN GET IN FRANCE! IF YOU HAVE ANY RESPECT FOR YOURSELF, DON’T BUY THIS”? Besides, I say, now people are getting exposed to all sorts of different cheeses they might not have had access to otherwise. And even if those cheeses aren’t the pure and unadulterated experiences of the originals, they’re pretty close. Plus, those pasteurized alternatives are broadening the market for cheese in general, which means more foreign cheesemakers will be interested in importing their products to the States in the future. And hey, once the public demand is large enough, more big supermarkets might consider carrying unpasteurized cheese.
    “What, do you work for the cheese importers or something? Why are you sticking up for them? They’re just rolling around in big piles of money and Brie right now, laughing at us. People deserve the cheeses that their makers originally intended. Simple as that. Either give us the original cheese, or don’t bother. Anything else is disrespectful to the vision of the dairy farmer. Anyway, I’m not interested in expanding the general audience for dairy products. I just want to be able to buy the cheeses I like, the way that I like them.”
    But wait, I say. Aren’t a lot of the cheese importers also bringing over the unpasteurized originals as part of the deal that lets them sell the pasteurized versions?
    “Seriously, Darbury — how much are they paying you to say stuff like this? There’s no guarantee they’ll ever bring over that original cheese. They just dump the pasteurized version on store shelves with some vague promise that, if enough people buy it, they might bring over the unpasteurized one. Whatever. And even when they do follow through, they do a crap-ass job of it. You know about Casu Marzu, right? It’s this amazing cheese made in Sardinia, filled with thousands of live, wriggling maggots. Sounds totally intense, right? You cut it open and they all come pouring out. But when the importers bring that cheese to America, you know what? There are no maggots in it. None.”
    Well yeah, I say. I think that’s against every single customs regulation on the books. You can’t bring live maggots into the country. It’s straight up illegal. And kind of disgusting.
    “Duh. Of course it is. Unlike some people, Darbury, I try to actually know what I’m talking about before I open my big mouth. What I’m trying to tell you is that if the importers really cared about what the cheese-enthusiast community thought, they’d put maggots back into the cheese before reselling it here. But they don’t. Because they’re greedy and lazy. And that’s why they’ll never see another dollar of my money.”
    Wait, I say. Hold up. You want them to put maggots back into the cheese?
    “Yeah. The original cheese had maggots before it was imported, so it should have maggots when I buy it here. Anything else is a lie.”
    But they’re not even the same maggots, I say. Replacement maggots are no more authentic than the absence of maggots would be.
    “Stop arguing semantics with me, Darbury. Censorship is censorship. If there aren’t any maggots in it, then it’s not Casu Marzu. And I won’t support cheese censorship. This is how Nazi Germany started.”
    I slowly back away.
    “Don’t let them win, Darbury! If you really care about cheese, it’s time to buy a cow and a couple of goats and learn how to make your own raw milk cheese. That way, you don’t have to sit around waiting for whatever those lying cheese importers are willing to foist on you.”
    Then my friend throws a smoke bomb at the ground directly in front of him and vanishes, bad-ass ninja style.
    "Don't let them win, Darburrrryyyyyy..."
    Like I said, dramatic.
    I’m glad he disappeared when he did, because what I was going to say next would have driven him completely over the edge. Here’s the thing: while I love raw milk cheese, I also enjoy having the pasteurized option available to me. For various reasons, most of my cheese eating is done in public places like trains or planes, and I’d prefer not to have random people look over and catch me noshing on something that smells like an elk just shat out a gangrenous foot. Certain things should be enjoyed in the privacy of one’s home; it’s just common courtesy. I don’t want to be That Guy on the Train, and those pasteurized cheeses go a long way toward helping me not be Him.
    There’s more I could say about cheese, but — crap! — I just remembered this was supposed to be a blog about visual novels. Sorry! I honestly don’t know what came over me. Never sit down to write a post when you’re feeling hungry, amirite?
    Lesson learned. Next time, I promise I’ll write something about visual novels. Unlike this blog post, which was clearly about cheese.
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