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Darbury

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  1. Like
    Darbury reacted to Ryechu for a blog entry, Welcome to FuwaReviews!   
    Hello everybody!  Ryechu here~
    I decided to go ahead and do a monthly recap of all the FuwaReviews released by our in-house team.  October's Recap will be up in the next day or so.
     I am interested in feedback in regard to how everybody would like to see this formatted.  Should I use images with the Pros/Cons and the score and make the image clickable (which is mostly just a bunch of image copy/pasting on Paint.net for me), or would you prefer just an image of the game cover/title screen (In other words, the "Featured Image") with a link to the review without the spoilers?  Let me know below!
    Anyway, I wanted to take a little time to talk about what we do, and who our members are (at time of writing).
    What is the Goal of FuwaReviews?
    Our goal is the same as the motto you see on the forums:  "Making Visual Novels Popular in the West." We do this by presenting honest, thoughtful reviews on all sorts of visual novels, from the latest and greatest OELVNs, to the latest fan-translation releases, to the major releases from Mangagamer/Sekai Project/JAST.  We want to be that one-stop shop for all things Visual Novels, and reviews are our way of doing that.  Translated, untranslated, we don't care.  If it fits the requirement of a Visual Novel, it's something that is on our list to review.

    We using a scoring system when it comes to our reviews, and our scale is on a 1-10.  Some of our reviewers break that number down a bit further and translate their score from a 1-100 scale, so you may see a number like 7.8 or the like, but that's all the more specific we intend to get.  This is how the reviewer rated the game.  This number is based on their opinion, and their scores may very well differ from yours.  Are your tastes different from the reviewer's?  Quite possibly.  Are you going to read the review anyway if you're genuinely interested in the game and regardless of whether or not you've played it?  Quite possibly.  Will fans of certain franchises/fetishes/characters get incredibly angry and locate their nearest pitchforks if we don't give their favorite game a 10/10?  Quite possibly.  Here's my answer to that:  We are not going to please everybody.  Honest reviews will never please everybody - that is the unfortunate truth about this business.  For me, my review has the same score that I put on my VNDB profile, and if it doesn't follow the bandwagon average, then there will always be justification in my reviews.  Well, there's always going to be a justification for my score in my review, but you get the point.
    Some of our reviews will tell you "If you like x or y, then you'll probably like this," but it's not required.  If I play a game filled to the brim with gore or the like, it'll be the first one I play.  I won't (and don't, to be perfectly honest) know other titles in the genre, and I can't provide suggestions, so I'm not going to.  Many reviewing sites don't do that, because there's a chance that mentioning other titles may detract from the publicity of the game we are reviewing, though that is an arguable statement from either side of the coin.  The information in the review should be more than enough to help you make a decision on whether or not you may be interested in the title being reviewed.
    We have two styles of reviews:  Featured (which are full-length, 800+ words, multiple pictures, "complete" reviews), and Minute reviews (300-500 words, one-two images, "Overview" reviews).  Most nukige and short OELVN reviews will end up being Minute reviews, while basically everything else is Featured.  Virtually all of my nukige reviews are Minute reviews.
    We know we're gong to get the same flak as every other reviewing site, and that's fine.  We appreciate any and all feedback about the site, even if we don't immediately acknowledge it.  That much I can assure you.
     
    Who Are We?

    Ryechu - I'm the PR guy for FuwaReviews.  I do most of the talking with companies to get review keys for the team, I run the nukige corner, and I handle Community submissions.  I'm also the author of this blog! Flutterz - He's our editor.  He's also a god.  You will bow down to him. Full-Time Reviewers
    solidbatman - This guy was the one that started it all.  He's also my bae.  He handles a lot of newer, popular releases, and is often abused for his honesty. Palas - The OELVN god.  He normally snags all of the OELVN keys, and puts out excellent reviews for them. Tyrael - The fresh meat.  We just picked Tyrael up as a full-time reviewer.  Can't wait to see what he has in store! Part-Time Reviewers
    Down - He had a soul once, then Batman ate it.  Down still hasn't recovered since that day. Exenorate - He's hiding most of the time, but he's still shiny. Community-Submitters (that I would pick up in a heartbeat)
    OriginalRen - He needs to write more reviews.  Straight up.  C'mon Ren, you know you wanna~ Zakamutt - #blamezaka There are also other reviewers that I've spoken with, and they'll be mentioned once I get some reviews published by them!
     
    I hope you enjoyed this little post, and I look forward to hearing some feedback about how you'd like to see our Monthly Wrapup posts!
     
  2. Like
    Darbury got a reaction from Abyssal Monkey for a blog entry, Oh, The (Tricky) Editing Mistakes I Have Made (Part 2 of ∞)   
    This blog is all about owning my mistakes and putting them on public display, so let’s do this. And yeah, I knew this one was going to come back and bite me in the ass. This was my albatross. This was my giant ass-biting albatross.
    The great “tricky” debacle of 2015
    So there’s this word that shows up in the English translation of Koisuru Natsu no Last Resort. If you’ve read it, you might have noticed it once or twice.
    “Tricky.”
    Umi, the main heroine, falls back on this word a lot to describe the protagonist. She uses it when he’s being nice. And when he’s being a jerk. And when he’s chewing food. And any other opportunity she can think of. Basically, I think she gets paid 100 yen every time she manages to work that word into a sentence. And let me tell you: girl is pulling down bank.
    Of course, this is a translation, so she’s not actually saying “tricky.” She’s saying something similar in Japanese. And therein lies a tale of woe and sorrow.
    The backstory
    But let’s rewind a bit first.
    When I came aboard the KoiRizo team, it was to edit a single route: Nagisa’s. Makes sense — I was a first-time VN editor, and Nagisa’s route was the shortest in the game. Moreover, it was an unlockable, which meant that comparatively few people would end up reading it. Other editors were already hacking away at most of the remaining routes anyway, so that was all fine by me.
    As I worked my way through Nagisa’s scripts, I saw the word “tricky” pop up once or twice in Umi’s dialogue as a personal insult and it just seemed ... odd to me. Tough math problems are tricky. Opening a stubborn jar of peanut butter is tricky. People? Less so. I’m an editor, though, not a translator, so I did what I was supposed to do: flagged it for TLC review, left a comment with my concerns, edited the line as best I could, then moved along. The translator on the project had made it clear he wouldn’t be reviewing any edits until all the routes were finished being edited, so that’s about all I could do at the time.
    When I finished cleaning up Nagisa’s route, I was asked if I wouldn’t mind tackling Shiori’s scripts as well, which no other editor had gotten around to yet. “Sure,” I said, and set about tidying that up as well. The word “tricky” popped up a couple more times, so I did the same thing: flagged it, reiterated my concerns, then kept on editing.
    I finished Shiori, and was asked if I’d pick up the common route and Umi’s route; the editing on both of these had apparently stalled. Okay, what had started out as a quickie project for me was slowly turning into something much more time-consuming. I could see that. But I was still having fun, so I agreed. I started with the common route, where Umi has more screen time, which meant I started seeing the word “tricky” a little more often.
    And I started to worry.
    I flagged it, left a comment along the lines of “See my earlier notes on tricky,” and kept editing. I was determined not to get hung up on one silly word. It was becoming clear that this was sort of a catchphrase word for Umi, and I didn’t want to change the translation in my scripts if all the other editors’ scripts were keeping it as is. It’d be like if a screenwriter on The Simpsons decided that “D’oh!” sounded dumb, so Homer should say “Ooops!” instead — but only on the episodes he/she worked on.
    Anyway, I finished the common route and moved onto Umi’s. And lo, I gazed into a bottomless abyss of trickiness.

    You sly dumbass, you.
    Now let’s talk about the actual word. In Japanese, it’s “ずるい” — “zurui.” And, true to its definition, zurui’s a tricky word to pin down.
    It’s often translated as “unfair.” (Or so I’ve been told. Again, I’m an editor, not a translator. I took a Japanese class or two a few years back, so I have a basic familiarity with the rudiments of grammar and vocabulary. I’m good for: “Hello, I only speak a little Japanese. Sorry! What time is it? Where is the train? I am a very cute peach.” And that’s about it.) But there’s a little more nuance to it than that. Getting cancer is unfair. Having your advisor take credit for your thesis is unfair. “Zurui” implies a level of deviousness, impishness, slyness, craftiness, and yes, even trickiness. Someone who’s being “zurui” knows they’re getting away with something — and they’re okay with that.
    Moreover, it has a secondary meaning of being miserly, which is something that definitely applies to Soutarou, the protagonist of KoiRizo. I have to imagine that wordplay was not lost on the writers ... or the characters.
    There’s no one good English word to capture all those layers of meaning. When Umi uses this word to describe the protagonist in KoiRizo, it’s clear from context that her emotional shading varies from line to line. Sometimes she’s straight-up pissed at him and is telling him off: “You jackass.” Other times, she’s more of a late-game tsundere and says it playfully, even affectionately: “You sly dog you.” But she uses the same Japanese word every single time. Sometimes she’ll even say it six or seven times in a row without taking a breath.
    “Zurui. Zurui. Zurui. Zurui. Zurui. ZURUI!”
    It was her catchphrase. And in pretty much every instance, it had been translated as “tricky.”
    If the word only appeared once or twice in KoiRizo, I could have swapped in the contextually appropriate English replacements and been done with it. (I actually did this in a handful of places throughout the VN, usually when it was clear she was at one extreme of the word or the other.) But given how often it showed up, I felt somehow obligated to honor authorial intent. This was Umi’s pet phrase for this guy she’d fallen in love with. At one point, I think she even uses it as all the parts of speech in a single sentence. If I started changing “zurui” to different words every time, she’d lose a fairly important character quirk.
    After looking at all the options, the translator’s choice of “tricky” started seeming like it wasn’t a half-bad compromise after all. It got across that Umi thought the protag was dealing from the bottom of the emotional deck, but it also had a playful, teasing quality. It was never the best word in any particular instance, but it seemed like it might be flexible enough to be just sorta kinda okay in all instances.
    That argument makes sense, right? I thought so at the time, anyway. And so I left “tricky” as it was.
    Boy, was I wrong.

    Mea culpa
    I overthought it, plain and simple. I forgot my personal rule of writing and editing: Make the journey as frictionless for the readers as possible. Don’t let them get snagged on odd phrasings or slightly off words. Keep them immersed in the story.
    I’d forgotten how jarring that “tricky” word seemed those first few times I saw it in translation. As the months passed, some sort of editing Stockholm Syndrome set in and I actually started thinking it might be an acceptable option.
    In short, I messed up.
    When I read Umineko for the first time, Battler’s use (and abuse) of the word “useless” seemed so ill-fitting to me in English prose that I almost gave up reading the VN right then and there. But now, I sort of understand how the Witch Hunt team might have, over time, come to see this ungainly adjective as the best compromise for their main character’s catchphrase. It doesn’t make me like it much more, but I can see how they ended up there. (But don’t get me started on “turn the chessboard over” vs. “turn the chessboard around.” The latter works; the former leaves you with a bunch of chess pieces on the ground.)
    So here's the deal: It doesn’t matter that I had to make literally hundreds of judgment calls like this over the course of editing KoiRizo — what to do with Yuuhi’s numerous nicknames for the protagonist, as just one example — and 99% of them turned out okay (I hope).
    What matters is there’s a big lump of tricky sitting in the middle of the visual novel. And it doesn't work.
    I signed off on it. And I take full responsibility for that.
    So what to do? Not much, to be honest. It’s one of those things I’d love to revisit if given the chance, but a 2.0 KoiRizo patch seems unlikely at this time. MDZ keeps his own counsel, but he seems to have moved onto other pursuits.
    And that, as they say, is that.
    Postscript
    As I mentioned, the original intent of this blog was to put a spotlight on my many missteps as a first-time VN editor. That hasn’t changed. I might also try to throw in some helpful life advice from time to time, but I’m mainly happy to let my blunders serve as good object lessons for other aspiring editors.
    That means you should feel free to discuss any boneheaded decisions you think I might have made. Odds are I’ll own up to them. I've got a very thick skin, after all. I just ask two things:
    1. This blog is about editing. If you have issues with someone’s translation choices, I kindly ask that you take it elsewhere. I hear Fuwa has really nice forums for that sort of thing, y'know? But if you have issues with how I edited someone's translation, then bring it on.
    2. Please don’t be a giant pixelated dick about it. No one likes a pixel pick.

  3. Like
    Darbury got a reaction from storyteller for a blog entry, Oh, The (Tricky) Editing Mistakes I Have Made (Part 2 of ∞)   
    This blog is all about owning my mistakes and putting them on public display, so let’s do this. And yeah, I knew this one was going to come back and bite me in the ass. This was my albatross. This was my giant ass-biting albatross.
    The great “tricky” debacle of 2015
    So there’s this word that shows up in the English translation of Koisuru Natsu no Last Resort. If you’ve read it, you might have noticed it once or twice.
    “Tricky.”
    Umi, the main heroine, falls back on this word a lot to describe the protagonist. She uses it when he’s being nice. And when he’s being a jerk. And when he’s chewing food. And any other opportunity she can think of. Basically, I think she gets paid 100 yen every time she manages to work that word into a sentence. And let me tell you: girl is pulling down bank.
    Of course, this is a translation, so she’s not actually saying “tricky.” She’s saying something similar in Japanese. And therein lies a tale of woe and sorrow.
    The backstory
    But let’s rewind a bit first.
    When I came aboard the KoiRizo team, it was to edit a single route: Nagisa’s. Makes sense — I was a first-time VN editor, and Nagisa’s route was the shortest in the game. Moreover, it was an unlockable, which meant that comparatively few people would end up reading it. Other editors were already hacking away at most of the remaining routes anyway, so that was all fine by me.
    As I worked my way through Nagisa’s scripts, I saw the word “tricky” pop up once or twice in Umi’s dialogue as a personal insult and it just seemed ... odd to me. Tough math problems are tricky. Opening a stubborn jar of peanut butter is tricky. People? Less so. I’m an editor, though, not a translator, so I did what I was supposed to do: flagged it for TLC review, left a comment with my concerns, edited the line as best I could, then moved along. The translator on the project had made it clear he wouldn’t be reviewing any edits until all the routes were finished being edited, so that’s about all I could do at the time.
    When I finished cleaning up Nagisa’s route, I was asked if I wouldn’t mind tackling Shiori’s scripts as well, which no other editor had gotten around to yet. “Sure,” I said, and set about tidying that up as well. The word “tricky” popped up a couple more times, so I did the same thing: flagged it, reiterated my concerns, then kept on editing.
    I finished Shiori, and was asked if I’d pick up the common route and Umi’s route; the editing on both of these had apparently stalled. Okay, what had started out as a quickie project for me was slowly turning into something much more time-consuming. I could see that. But I was still having fun, so I agreed. I started with the common route, where Umi has more screen time, which meant I started seeing the word “tricky” a little more often.
    And I started to worry.
    I flagged it, left a comment along the lines of “See my earlier notes on tricky,” and kept editing. I was determined not to get hung up on one silly word. It was becoming clear that this was sort of a catchphrase word for Umi, and I didn’t want to change the translation in my scripts if all the other editors’ scripts were keeping it as is. It’d be like if a screenwriter on The Simpsons decided that “D’oh!” sounded dumb, so Homer should say “Ooops!” instead — but only on the episodes he/she worked on.
    Anyway, I finished the common route and moved onto Umi’s. And lo, I gazed into a bottomless abyss of trickiness.

    You sly dumbass, you.
    Now let’s talk about the actual word. In Japanese, it’s “ずるい” — “zurui.” And, true to its definition, zurui’s a tricky word to pin down.
    It’s often translated as “unfair.” (Or so I’ve been told. Again, I’m an editor, not a translator. I took a Japanese class or two a few years back, so I have a basic familiarity with the rudiments of grammar and vocabulary. I’m good for: “Hello, I only speak a little Japanese. Sorry! What time is it? Where is the train? I am a very cute peach.” And that’s about it.) But there’s a little more nuance to it than that. Getting cancer is unfair. Having your advisor take credit for your thesis is unfair. “Zurui” implies a level of deviousness, impishness, slyness, craftiness, and yes, even trickiness. Someone who’s being “zurui” knows they’re getting away with something — and they’re okay with that.
    Moreover, it has a secondary meaning of being miserly, which is something that definitely applies to Soutarou, the protagonist of KoiRizo. I have to imagine that wordplay was not lost on the writers ... or the characters.
    There’s no one good English word to capture all those layers of meaning. When Umi uses this word to describe the protagonist in KoiRizo, it’s clear from context that her emotional shading varies from line to line. Sometimes she’s straight-up pissed at him and is telling him off: “You jackass.” Other times, she’s more of a late-game tsundere and says it playfully, even affectionately: “You sly dog you.” But she uses the same Japanese word every single time. Sometimes she’ll even say it six or seven times in a row without taking a breath.
    “Zurui. Zurui. Zurui. Zurui. Zurui. ZURUI!”
    It was her catchphrase. And in pretty much every instance, it had been translated as “tricky.”
    If the word only appeared once or twice in KoiRizo, I could have swapped in the contextually appropriate English replacements and been done with it. (I actually did this in a handful of places throughout the VN, usually when it was clear she was at one extreme of the word or the other.) But given how often it showed up, I felt somehow obligated to honor authorial intent. This was Umi’s pet phrase for this guy she’d fallen in love with. At one point, I think she even uses it as all the parts of speech in a single sentence. If I started changing “zurui” to different words every time, she’d lose a fairly important character quirk.
    After looking at all the options, the translator’s choice of “tricky” started seeming like it wasn’t a half-bad compromise after all. It got across that Umi thought the protag was dealing from the bottom of the emotional deck, but it also had a playful, teasing quality. It was never the best word in any particular instance, but it seemed like it might be flexible enough to be just sorta kinda okay in all instances.
    That argument makes sense, right? I thought so at the time, anyway. And so I left “tricky” as it was.
    Boy, was I wrong.

    Mea culpa
    I overthought it, plain and simple. I forgot my personal rule of writing and editing: Make the journey as frictionless for the readers as possible. Don’t let them get snagged on odd phrasings or slightly off words. Keep them immersed in the story.
    I’d forgotten how jarring that “tricky” word seemed those first few times I saw it in translation. As the months passed, some sort of editing Stockholm Syndrome set in and I actually started thinking it might be an acceptable option.
    In short, I messed up.
    When I read Umineko for the first time, Battler’s use (and abuse) of the word “useless” seemed so ill-fitting to me in English prose that I almost gave up reading the VN right then and there. But now, I sort of understand how the Witch Hunt team might have, over time, come to see this ungainly adjective as the best compromise for their main character’s catchphrase. It doesn’t make me like it much more, but I can see how they ended up there. (But don’t get me started on “turn the chessboard over” vs. “turn the chessboard around.” The latter works; the former leaves you with a bunch of chess pieces on the ground.)
    So here's the deal: It doesn’t matter that I had to make literally hundreds of judgment calls like this over the course of editing KoiRizo — what to do with Yuuhi’s numerous nicknames for the protagonist, as just one example — and 99% of them turned out okay (I hope).
    What matters is there’s a big lump of tricky sitting in the middle of the visual novel. And it doesn't work.
    I signed off on it. And I take full responsibility for that.
    So what to do? Not much, to be honest. It’s one of those things I’d love to revisit if given the chance, but a 2.0 KoiRizo patch seems unlikely at this time. MDZ keeps his own counsel, but he seems to have moved onto other pursuits.
    And that, as they say, is that.
    Postscript
    As I mentioned, the original intent of this blog was to put a spotlight on my many missteps as a first-time VN editor. That hasn’t changed. I might also try to throw in some helpful life advice from time to time, but I’m mainly happy to let my blunders serve as good object lessons for other aspiring editors.
    That means you should feel free to discuss any boneheaded decisions you think I might have made. Odds are I’ll own up to them. I've got a very thick skin, after all. I just ask two things:
    1. This blog is about editing. If you have issues with someone’s translation choices, I kindly ask that you take it elsewhere. I hear Fuwa has really nice forums for that sort of thing, y'know? But if you have issues with how I edited someone's translation, then bring it on.
    2. Please don’t be a giant pixelated dick about it. No one likes a pixel pick.

  4. Like
    Darbury got a reaction from kingdomcome for a blog entry, Oh, The (Tricky) Editing Mistakes I Have Made (Part 2 of ∞)   
    This blog is all about owning my mistakes and putting them on public display, so let’s do this. And yeah, I knew this one was going to come back and bite me in the ass. This was my albatross. This was my giant ass-biting albatross.
    The great “tricky” debacle of 2015
    So there’s this word that shows up in the English translation of Koisuru Natsu no Last Resort. If you’ve read it, you might have noticed it once or twice.
    “Tricky.”
    Umi, the main heroine, falls back on this word a lot to describe the protagonist. She uses it when he’s being nice. And when he’s being a jerk. And when he’s chewing food. And any other opportunity she can think of. Basically, I think she gets paid 100 yen every time she manages to work that word into a sentence. And let me tell you: girl is pulling down bank.
    Of course, this is a translation, so she’s not actually saying “tricky.” She’s saying something similar in Japanese. And therein lies a tale of woe and sorrow.
    The backstory
    But let’s rewind a bit first.
    When I came aboard the KoiRizo team, it was to edit a single route: Nagisa’s. Makes sense — I was a first-time VN editor, and Nagisa’s route was the shortest in the game. Moreover, it was an unlockable, which meant that comparatively few people would end up reading it. Other editors were already hacking away at most of the remaining routes anyway, so that was all fine by me.
    As I worked my way through Nagisa’s scripts, I saw the word “tricky” pop up once or twice in Umi’s dialogue as a personal insult and it just seemed ... odd to me. Tough math problems are tricky. Opening a stubborn jar of peanut butter is tricky. People? Less so. I’m an editor, though, not a translator, so I did what I was supposed to do: flagged it for TLC review, left a comment with my concerns, edited the line as best I could, then moved along. The translator on the project had made it clear he wouldn’t be reviewing any edits until all the routes were finished being edited, so that’s about all I could do at the time.
    When I finished cleaning up Nagisa’s route, I was asked if I wouldn’t mind tackling Shiori’s scripts as well, which no other editor had gotten around to yet. “Sure,” I said, and set about tidying that up as well. The word “tricky” popped up a couple more times, so I did the same thing: flagged it, reiterated my concerns, then kept on editing.
    I finished Shiori, and was asked if I’d pick up the common route and Umi’s route; the editing on both of these had apparently stalled. Okay, what had started out as a quickie project for me was slowly turning into something much more time-consuming. I could see that. But I was still having fun, so I agreed. I started with the common route, where Umi has more screen time, which meant I started seeing the word “tricky” a little more often.
    And I started to worry.
    I flagged it, left a comment along the lines of “See my earlier notes on tricky,” and kept editing. I was determined not to get hung up on one silly word. It was becoming clear that this was sort of a catchphrase word for Umi, and I didn’t want to change the translation in my scripts if all the other editors’ scripts were keeping it as is. It’d be like if a screenwriter on The Simpsons decided that “D’oh!” sounded dumb, so Homer should say “Ooops!” instead — but only on the episodes he/she worked on.
    Anyway, I finished the common route and moved onto Umi’s. And lo, I gazed into a bottomless abyss of trickiness.

    You sly dumbass, you.
    Now let’s talk about the actual word. In Japanese, it’s “ずるい” — “zurui.” And, true to its definition, zurui’s a tricky word to pin down.
    It’s often translated as “unfair.” (Or so I’ve been told. Again, I’m an editor, not a translator. I took a Japanese class or two a few years back, so I have a basic familiarity with the rudiments of grammar and vocabulary. I’m good for: “Hello, I only speak a little Japanese. Sorry! What time is it? Where is the train? I am a very cute peach.” And that’s about it.) But there’s a little more nuance to it than that. Getting cancer is unfair. Having your advisor take credit for your thesis is unfair. “Zurui” implies a level of deviousness, impishness, slyness, craftiness, and yes, even trickiness. Someone who’s being “zurui” knows they’re getting away with something — and they’re okay with that.
    Moreover, it has a secondary meaning of being miserly, which is something that definitely applies to Soutarou, the protagonist of KoiRizo. I have to imagine that wordplay was not lost on the writers ... or the characters.
    There’s no one good English word to capture all those layers of meaning. When Umi uses this word to describe the protagonist in KoiRizo, it’s clear from context that her emotional shading varies from line to line. Sometimes she’s straight-up pissed at him and is telling him off: “You jackass.” Other times, she’s more of a late-game tsundere and says it playfully, even affectionately: “You sly dog you.” But she uses the same Japanese word every single time. Sometimes she’ll even say it six or seven times in a row without taking a breath.
    “Zurui. Zurui. Zurui. Zurui. Zurui. ZURUI!”
    It was her catchphrase. And in pretty much every instance, it had been translated as “tricky.”
    If the word only appeared once or twice in KoiRizo, I could have swapped in the contextually appropriate English replacements and been done with it. (I actually did this in a handful of places throughout the VN, usually when it was clear she was at one extreme of the word or the other.) But given how often it showed up, I felt somehow obligated to honor authorial intent. This was Umi’s pet phrase for this guy she’d fallen in love with. At one point, I think she even uses it as all the parts of speech in a single sentence. If I started changing “zurui” to different words every time, she’d lose a fairly important character quirk.
    After looking at all the options, the translator’s choice of “tricky” started seeming like it wasn’t a half-bad compromise after all. It got across that Umi thought the protag was dealing from the bottom of the emotional deck, but it also had a playful, teasing quality. It was never the best word in any particular instance, but it seemed like it might be flexible enough to be just sorta kinda okay in all instances.
    That argument makes sense, right? I thought so at the time, anyway. And so I left “tricky” as it was.
    Boy, was I wrong.

    Mea culpa
    I overthought it, plain and simple. I forgot my personal rule of writing and editing: Make the journey as frictionless for the readers as possible. Don’t let them get snagged on odd phrasings or slightly off words. Keep them immersed in the story.
    I’d forgotten how jarring that “tricky” word seemed those first few times I saw it in translation. As the months passed, some sort of editing Stockholm Syndrome set in and I actually started thinking it might be an acceptable option.
    In short, I messed up.
    When I read Umineko for the first time, Battler’s use (and abuse) of the word “useless” seemed so ill-fitting to me in English prose that I almost gave up reading the VN right then and there. But now, I sort of understand how the Witch Hunt team might have, over time, come to see this ungainly adjective as the best compromise for their main character’s catchphrase. It doesn’t make me like it much more, but I can see how they ended up there. (But don’t get me started on “turn the chessboard over” vs. “turn the chessboard around.” The latter works; the former leaves you with a bunch of chess pieces on the ground.)
    So here's the deal: It doesn’t matter that I had to make literally hundreds of judgment calls like this over the course of editing KoiRizo — what to do with Yuuhi’s numerous nicknames for the protagonist, as just one example — and 99% of them turned out okay (I hope).
    What matters is there’s a big lump of tricky sitting in the middle of the visual novel. And it doesn't work.
    I signed off on it. And I take full responsibility for that.
    So what to do? Not much, to be honest. It’s one of those things I’d love to revisit if given the chance, but a 2.0 KoiRizo patch seems unlikely at this time. MDZ keeps his own counsel, but he seems to have moved onto other pursuits.
    And that, as they say, is that.
    Postscript
    As I mentioned, the original intent of this blog was to put a spotlight on my many missteps as a first-time VN editor. That hasn’t changed. I might also try to throw in some helpful life advice from time to time, but I’m mainly happy to let my blunders serve as good object lessons for other aspiring editors.
    That means you should feel free to discuss any boneheaded decisions you think I might have made. Odds are I’ll own up to them. I've got a very thick skin, after all. I just ask two things:
    1. This blog is about editing. If you have issues with someone’s translation choices, I kindly ask that you take it elsewhere. I hear Fuwa has really nice forums for that sort of thing, y'know? But if you have issues with how I edited someone's translation, then bring it on.
    2. Please don’t be a giant pixelated dick about it. No one likes a pixel pick.

  5. Like
    Darbury got a reaction from Loco15 for a blog entry, Save the Visual Novels! Eat the Whales!   
    How do you eat an entire whale? One bite at a time. Preferably with Cholula.
    How do you edit/translate/whatever a visual novel? One line at a time. Preferably with bourbon.
    Whether you’re a fan of the final product or not, one of the things that impresses me most about MDZ’s fan translation of Koisuru Natsu no Last Resort is that it got released, period. As in, if you were so inclined, you could download the installer right now, patch the original Japanese game, and go play the thing on your new-fangled Windows Pee-Cee. No demos, no one-route partial patches. The whole damned VN in English, finished on schedule and out there in the world.
    The project didn’t stall. It didn’t wind up in no-updates-in-six-months-but-we-think-they’re-still-working-on-it hell. It didn’t climb into that white panel van with Little Busters EX, never to be heard from again. The nice man was lying to you, Little Busters EX — there were no cute little puppies in the back. What were you thinking?!
    The KoiRizo team did nothing particularly special to make this happen. We just ate the whale one bite at a time.
    The rhythm method
    By his own account, MDZ worked very methodically on the project, spending an average of 30 minutes every day translating scripts into English. Not when he felt like it. Not when inspiration struck. Not when enough people harassed him with all-caps emails asking why the HELL hadn’t there been any progress updates on the KoiRizo tracker lately. He made it an expected part of his routine, like brushing his teeth or eating dinner. He scheduled regular translation sessions between classes or before heading out in the morning.
    He did a little bit. Every. Single. Day.
    There’s a word for that: consistency. That’s what gets things done in the real world, not 48-hour marathons every random.randint(1,6) weekends fueled by Red Bull, Hot Pockets, and intense self-loathing. Consistency keeps you from getting burned out. Consistency lets you make reasonable schedules and estimates, then stick to them. Consistency is like goddamned black magic.
    Over the course of the project, MDZ had consistency in spades. If he can maintain that approach to life, I have a feeling he’ll be successful at whatever he puts his mind to after college.
    When I came on board as an editor, I kept a somewhat similar schedule. I resolved to set aside my commuting time each workday for editing. And so for 40 minutes in the morning and 40 minutes in the evening, Monday through Friday, I’d park my butt in a train seat, break out my laptop, and just edit.
    Weekdays were reserved for my family. If you’re married with kids, you know there is no such thing as free time on weekends. If you’re not married and don’t have kids, please tell me what the outside world is like. I hear they came out with a PlayStation 2? That’s gotta be pretty awesome.
    Anyway, that’s what I ended up doing. Edit every single workday. For six months. Until it was done.
    (Six months? That long to edit a medium-length visual novel? Yeah, that long. KoiRizo weighs in at 36,000+ lines. Over six months, that works out to about 1,400 lines a week, or 210 lines per hour. That’s an edited line every 17 seconds or so, with most of the lines needing substantial polishing/rewriting. I have no idea what pace other VN editors work at, but I felt like this was one I could maintain over the long haul. Call it the distance runner’s lope.)

    Special topics in calamity physics
    So why all this rambling about whales and consistency? Because I just got back from vacation a few days ago and I’ve been surprised at how long it’s taken me to get my head back into the various projects I’ve been working on (or even writing this blog). And then I got to wondering how often something small like that snowballs into a stalled or even failed project. A missed day turns into a skipped week turns into a skipped month turns into a dead translation.
    Which then got me thinking about the coefficient of friction.
    It’s basic physics, which I excelled at (failing repeatedly). In layman’s terms, it’s a ratio (μ) that gives you a sense how much force two surfaces exert on each other and, therefore, how much force you need to exert to get something moving from a dead stop. Wooden block on ice? Low coefficient of friction. Wooden block on shag carpet? High coefficient of friction ... and a senseless crime against tasteful décor. Once you overcome that initial friction, it takes comparatively little force to keep an object in motion.
    I can easily imagine there’s a coefficient of friction between us and our work, some quantifiable level of resistance that needs be overcome before we get our asses in gear and be productive. And unlike the one in Physics 101, which is constant for any two materials, this one is different every single day. It depends on a bunch of different factors: how interested we are in our projects, how appreciated we feel, what other projects we’ve got going on at the same time, how much sleep we’ve gotten, what else is going on in our lives, whether or not the Mets are currently in the World Series, etc.
    Let’s call it the coefficient of slackitude.
    Once we get started on a project and make it part of our everyday routine, we can largely ignore this number. We’ve overcome the initial slackitude and, with moderate effort, can keep things rolling along fairly smoothly. But each time we let things coast to a stop, even for a few days, we’ve got to overcome the slackitude all over again. And since that value is variable, it might be much harder the second time around. In fact, it probably will be.
    Eventually, we’ll fail to do so. And our project will die.
    The takeaway
    So other than the fact that I had no business being anywhere near a physics classroom, what can we take away from my incoherent ramblings? A couple things:
    The easiest way to make sure your project gets finished is to stick to a regular schedule. Eat the whale a little at a time — every day if you can. Minimize the gaps. Avoid having to face off against that nasty coefficient of slackitude more than once. The easiest way to make sure your project gets started at all is to pick a time when that coefficient of slackitude is low — when you’re excited by the prospect, when you’re well-rested, when you have relatively few competing interests. When you can focus. Use that time to build your momentum, so when your interest wanes or real life intrudes — it always does and it always will — the project is so embedded in your routine that you can just ride it out. We need more finished translations in the world. So pull up a chair and eat your whale. Do it for your team. Do it for yourself. Do it for poor Little Busters EX, drugged and ball-gagged in a basement somewhere, forever wondering when it’ll finally get to see the puppies.
  6. Like
    Darbury got a reaction from Fred the Barber for a blog entry, Oh, The (Tricky) Editing Mistakes I Have Made (Part 2 of ∞)   
    This blog is all about owning my mistakes and putting them on public display, so let’s do this. And yeah, I knew this one was going to come back and bite me in the ass. This was my albatross. This was my giant ass-biting albatross.
    The great “tricky” debacle of 2015
    So there’s this word that shows up in the English translation of Koisuru Natsu no Last Resort. If you’ve read it, you might have noticed it once or twice.
    “Tricky.”
    Umi, the main heroine, falls back on this word a lot to describe the protagonist. She uses it when he’s being nice. And when he’s being a jerk. And when he’s chewing food. And any other opportunity she can think of. Basically, I think she gets paid 100 yen every time she manages to work that word into a sentence. And let me tell you: girl is pulling down bank.
    Of course, this is a translation, so she’s not actually saying “tricky.” She’s saying something similar in Japanese. And therein lies a tale of woe and sorrow.
    The backstory
    But let’s rewind a bit first.
    When I came aboard the KoiRizo team, it was to edit a single route: Nagisa’s. Makes sense — I was a first-time VN editor, and Nagisa’s route was the shortest in the game. Moreover, it was an unlockable, which meant that comparatively few people would end up reading it. Other editors were already hacking away at most of the remaining routes anyway, so that was all fine by me.
    As I worked my way through Nagisa’s scripts, I saw the word “tricky” pop up once or twice in Umi’s dialogue as a personal insult and it just seemed ... odd to me. Tough math problems are tricky. Opening a stubborn jar of peanut butter is tricky. People? Less so. I’m an editor, though, not a translator, so I did what I was supposed to do: flagged it for TLC review, left a comment with my concerns, edited the line as best I could, then moved along. The translator on the project had made it clear he wouldn’t be reviewing any edits until all the routes were finished being edited, so that’s about all I could do at the time.
    When I finished cleaning up Nagisa’s route, I was asked if I wouldn’t mind tackling Shiori’s scripts as well, which no other editor had gotten around to yet. “Sure,” I said, and set about tidying that up as well. The word “tricky” popped up a couple more times, so I did the same thing: flagged it, reiterated my concerns, then kept on editing.
    I finished Shiori, and was asked if I’d pick up the common route and Umi’s route; the editing on both of these had apparently stalled. Okay, what had started out as a quickie project for me was slowly turning into something much more time-consuming. I could see that. But I was still having fun, so I agreed. I started with the common route, where Umi has more screen time, which meant I started seeing the word “tricky” a little more often.
    And I started to worry.
    I flagged it, left a comment along the lines of “See my earlier notes on tricky,” and kept editing. I was determined not to get hung up on one silly word. It was becoming clear that this was sort of a catchphrase word for Umi, and I didn’t want to change the translation in my scripts if all the other editors’ scripts were keeping it as is. It’d be like if a screenwriter on The Simpsons decided that “D’oh!” sounded dumb, so Homer should say “Ooops!” instead — but only on the episodes he/she worked on.
    Anyway, I finished the common route and moved onto Umi’s. And lo, I gazed into a bottomless abyss of trickiness.

    You sly dumbass, you.
    Now let’s talk about the actual word. In Japanese, it’s “ずるい” — “zurui.” And, true to its definition, zurui’s a tricky word to pin down.
    It’s often translated as “unfair.” (Or so I’ve been told. Again, I’m an editor, not a translator. I took a Japanese class or two a few years back, so I have a basic familiarity with the rudiments of grammar and vocabulary. I’m good for: “Hello, I only speak a little Japanese. Sorry! What time is it? Where is the train? I am a very cute peach.” And that’s about it.) But there’s a little more nuance to it than that. Getting cancer is unfair. Having your advisor take credit for your thesis is unfair. “Zurui” implies a level of deviousness, impishness, slyness, craftiness, and yes, even trickiness. Someone who’s being “zurui” knows they’re getting away with something — and they’re okay with that.
    Moreover, it has a secondary meaning of being miserly, which is something that definitely applies to Soutarou, the protagonist of KoiRizo. I have to imagine that wordplay was not lost on the writers ... or the characters.
    There’s no one good English word to capture all those layers of meaning. When Umi uses this word to describe the protagonist in KoiRizo, it’s clear from context that her emotional shading varies from line to line. Sometimes she’s straight-up pissed at him and is telling him off: “You jackass.” Other times, she’s more of a late-game tsundere and says it playfully, even affectionately: “You sly dog you.” But she uses the same Japanese word every single time. Sometimes she’ll even say it six or seven times in a row without taking a breath.
    “Zurui. Zurui. Zurui. Zurui. Zurui. ZURUI!”
    It was her catchphrase. And in pretty much every instance, it had been translated as “tricky.”
    If the word only appeared once or twice in KoiRizo, I could have swapped in the contextually appropriate English replacements and been done with it. (I actually did this in a handful of places throughout the VN, usually when it was clear she was at one extreme of the word or the other.) But given how often it showed up, I felt somehow obligated to honor authorial intent. This was Umi’s pet phrase for this guy she’d fallen in love with. At one point, I think she even uses it as all the parts of speech in a single sentence. If I started changing “zurui” to different words every time, she’d lose a fairly important character quirk.
    After looking at all the options, the translator’s choice of “tricky” started seeming like it wasn’t a half-bad compromise after all. It got across that Umi thought the protag was dealing from the bottom of the emotional deck, but it also had a playful, teasing quality. It was never the best word in any particular instance, but it seemed like it might be flexible enough to be just sorta kinda okay in all instances.
    That argument makes sense, right? I thought so at the time, anyway. And so I left “tricky” as it was.
    Boy, was I wrong.

    Mea culpa
    I overthought it, plain and simple. I forgot my personal rule of writing and editing: Make the journey as frictionless for the readers as possible. Don’t let them get snagged on odd phrasings or slightly off words. Keep them immersed in the story.
    I’d forgotten how jarring that “tricky” word seemed those first few times I saw it in translation. As the months passed, some sort of editing Stockholm Syndrome set in and I actually started thinking it might be an acceptable option.
    In short, I messed up.
    When I read Umineko for the first time, Battler’s use (and abuse) of the word “useless” seemed so ill-fitting to me in English prose that I almost gave up reading the VN right then and there. But now, I sort of understand how the Witch Hunt team might have, over time, come to see this ungainly adjective as the best compromise for their main character’s catchphrase. It doesn’t make me like it much more, but I can see how they ended up there. (But don’t get me started on “turn the chessboard over” vs. “turn the chessboard around.” The latter works; the former leaves you with a bunch of chess pieces on the ground.)
    So here's the deal: It doesn’t matter that I had to make literally hundreds of judgment calls like this over the course of editing KoiRizo — what to do with Yuuhi’s numerous nicknames for the protagonist, as just one example — and 99% of them turned out okay (I hope).
    What matters is there’s a big lump of tricky sitting in the middle of the visual novel. And it doesn't work.
    I signed off on it. And I take full responsibility for that.
    So what to do? Not much, to be honest. It’s one of those things I’d love to revisit if given the chance, but a 2.0 KoiRizo patch seems unlikely at this time. MDZ keeps his own counsel, but he seems to have moved onto other pursuits.
    And that, as they say, is that.
    Postscript
    As I mentioned, the original intent of this blog was to put a spotlight on my many missteps as a first-time VN editor. That hasn’t changed. I might also try to throw in some helpful life advice from time to time, but I’m mainly happy to let my blunders serve as good object lessons for other aspiring editors.
    That means you should feel free to discuss any boneheaded decisions you think I might have made. Odds are I’ll own up to them. I've got a very thick skin, after all. I just ask two things:
    1. This blog is about editing. If you have issues with someone’s translation choices, I kindly ask that you take it elsewhere. I hear Fuwa has really nice forums for that sort of thing, y'know? But if you have issues with how I edited someone's translation, then bring it on.
    2. Please don’t be a giant pixelated dick about it. No one likes a pixel pick.

  7. Like
    Darbury got a reaction from Helvetica Standard for a blog entry, Oh, The (Tricky) Editing Mistakes I Have Made (Part 2 of ∞)   
    This blog is all about owning my mistakes and putting them on public display, so let’s do this. And yeah, I knew this one was going to come back and bite me in the ass. This was my albatross. This was my giant ass-biting albatross.
    The great “tricky” debacle of 2015
    So there’s this word that shows up in the English translation of Koisuru Natsu no Last Resort. If you’ve read it, you might have noticed it once or twice.
    “Tricky.”
    Umi, the main heroine, falls back on this word a lot to describe the protagonist. She uses it when he’s being nice. And when he’s being a jerk. And when he’s chewing food. And any other opportunity she can think of. Basically, I think she gets paid 100 yen every time she manages to work that word into a sentence. And let me tell you: girl is pulling down bank.
    Of course, this is a translation, so she’s not actually saying “tricky.” She’s saying something similar in Japanese. And therein lies a tale of woe and sorrow.
    The backstory
    But let’s rewind a bit first.
    When I came aboard the KoiRizo team, it was to edit a single route: Nagisa’s. Makes sense — I was a first-time VN editor, and Nagisa’s route was the shortest in the game. Moreover, it was an unlockable, which meant that comparatively few people would end up reading it. Other editors were already hacking away at most of the remaining routes anyway, so that was all fine by me.
    As I worked my way through Nagisa’s scripts, I saw the word “tricky” pop up once or twice in Umi’s dialogue as a personal insult and it just seemed ... odd to me. Tough math problems are tricky. Opening a stubborn jar of peanut butter is tricky. People? Less so. I’m an editor, though, not a translator, so I did what I was supposed to do: flagged it for TLC review, left a comment with my concerns, edited the line as best I could, then moved along. The translator on the project had made it clear he wouldn’t be reviewing any edits until all the routes were finished being edited, so that’s about all I could do at the time.
    When I finished cleaning up Nagisa’s route, I was asked if I wouldn’t mind tackling Shiori’s scripts as well, which no other editor had gotten around to yet. “Sure,” I said, and set about tidying that up as well. The word “tricky” popped up a couple more times, so I did the same thing: flagged it, reiterated my concerns, then kept on editing.
    I finished Shiori, and was asked if I’d pick up the common route and Umi’s route; the editing on both of these had apparently stalled. Okay, what had started out as a quickie project for me was slowly turning into something much more time-consuming. I could see that. But I was still having fun, so I agreed. I started with the common route, where Umi has more screen time, which meant I started seeing the word “tricky” a little more often.
    And I started to worry.
    I flagged it, left a comment along the lines of “See my earlier notes on tricky,” and kept editing. I was determined not to get hung up on one silly word. It was becoming clear that this was sort of a catchphrase word for Umi, and I didn’t want to change the translation in my scripts if all the other editors’ scripts were keeping it as is. It’d be like if a screenwriter on The Simpsons decided that “D’oh!” sounded dumb, so Homer should say “Ooops!” instead — but only on the episodes he/she worked on.
    Anyway, I finished the common route and moved onto Umi’s. And lo, I gazed into a bottomless abyss of trickiness.

    You sly dumbass, you.
    Now let’s talk about the actual word. In Japanese, it’s “ずるい” — “zurui.” And, true to its definition, zurui’s a tricky word to pin down.
    It’s often translated as “unfair.” (Or so I’ve been told. Again, I’m an editor, not a translator. I took a Japanese class or two a few years back, so I have a basic familiarity with the rudiments of grammar and vocabulary. I’m good for: “Hello, I only speak a little Japanese. Sorry! What time is it? Where is the train? I am a very cute peach.” And that’s about it.) But there’s a little more nuance to it than that. Getting cancer is unfair. Having your advisor take credit for your thesis is unfair. “Zurui” implies a level of deviousness, impishness, slyness, craftiness, and yes, even trickiness. Someone who’s being “zurui” knows they’re getting away with something — and they’re okay with that.
    Moreover, it has a secondary meaning of being miserly, which is something that definitely applies to Soutarou, the protagonist of KoiRizo. I have to imagine that wordplay was not lost on the writers ... or the characters.
    There’s no one good English word to capture all those layers of meaning. When Umi uses this word to describe the protagonist in KoiRizo, it’s clear from context that her emotional shading varies from line to line. Sometimes she’s straight-up pissed at him and is telling him off: “You jackass.” Other times, she’s more of a late-game tsundere and says it playfully, even affectionately: “You sly dog you.” But she uses the same Japanese word every single time. Sometimes she’ll even say it six or seven times in a row without taking a breath.
    “Zurui. Zurui. Zurui. Zurui. Zurui. ZURUI!”
    It was her catchphrase. And in pretty much every instance, it had been translated as “tricky.”
    If the word only appeared once or twice in KoiRizo, I could have swapped in the contextually appropriate English replacements and been done with it. (I actually did this in a handful of places throughout the VN, usually when it was clear she was at one extreme of the word or the other.) But given how often it showed up, I felt somehow obligated to honor authorial intent. This was Umi’s pet phrase for this guy she’d fallen in love with. At one point, I think she even uses it as all the parts of speech in a single sentence. If I started changing “zurui” to different words every time, she’d lose a fairly important character quirk.
    After looking at all the options, the translator’s choice of “tricky” started seeming like it wasn’t a half-bad compromise after all. It got across that Umi thought the protag was dealing from the bottom of the emotional deck, but it also had a playful, teasing quality. It was never the best word in any particular instance, but it seemed like it might be flexible enough to be just sorta kinda okay in all instances.
    That argument makes sense, right? I thought so at the time, anyway. And so I left “tricky” as it was.
    Boy, was I wrong.

    Mea culpa
    I overthought it, plain and simple. I forgot my personal rule of writing and editing: Make the journey as frictionless for the readers as possible. Don’t let them get snagged on odd phrasings or slightly off words. Keep them immersed in the story.
    I’d forgotten how jarring that “tricky” word seemed those first few times I saw it in translation. As the months passed, some sort of editing Stockholm Syndrome set in and I actually started thinking it might be an acceptable option.
    In short, I messed up.
    When I read Umineko for the first time, Battler’s use (and abuse) of the word “useless” seemed so ill-fitting to me in English prose that I almost gave up reading the VN right then and there. But now, I sort of understand how the Witch Hunt team might have, over time, come to see this ungainly adjective as the best compromise for their main character’s catchphrase. It doesn’t make me like it much more, but I can see how they ended up there. (But don’t get me started on “turn the chessboard over” vs. “turn the chessboard around.” The latter works; the former leaves you with a bunch of chess pieces on the ground.)
    So here's the deal: It doesn’t matter that I had to make literally hundreds of judgment calls like this over the course of editing KoiRizo — what to do with Yuuhi’s numerous nicknames for the protagonist, as just one example — and 99% of them turned out okay (I hope).
    What matters is there’s a big lump of tricky sitting in the middle of the visual novel. And it doesn't work.
    I signed off on it. And I take full responsibility for that.
    So what to do? Not much, to be honest. It’s one of those things I’d love to revisit if given the chance, but a 2.0 KoiRizo patch seems unlikely at this time. MDZ keeps his own counsel, but he seems to have moved onto other pursuits.
    And that, as they say, is that.
    Postscript
    As I mentioned, the original intent of this blog was to put a spotlight on my many missteps as a first-time VN editor. That hasn’t changed. I might also try to throw in some helpful life advice from time to time, but I’m mainly happy to let my blunders serve as good object lessons for other aspiring editors.
    That means you should feel free to discuss any boneheaded decisions you think I might have made. Odds are I’ll own up to them. I've got a very thick skin, after all. I just ask two things:
    1. This blog is about editing. If you have issues with someone’s translation choices, I kindly ask that you take it elsewhere. I hear Fuwa has really nice forums for that sort of thing, y'know? But if you have issues with how I edited someone's translation, then bring it on.
    2. Please don’t be a giant pixelated dick about it. No one likes a pixel pick.

  8. Like
    Darbury got a reaction from Mr Poltroon for a blog entry, Oh, The (Tricky) Editing Mistakes I Have Made (Part 2 of ∞)   
    This blog is all about owning my mistakes and putting them on public display, so let’s do this. And yeah, I knew this one was going to come back and bite me in the ass. This was my albatross. This was my giant ass-biting albatross.
    The great “tricky” debacle of 2015
    So there’s this word that shows up in the English translation of Koisuru Natsu no Last Resort. If you’ve read it, you might have noticed it once or twice.
    “Tricky.”
    Umi, the main heroine, falls back on this word a lot to describe the protagonist. She uses it when he’s being nice. And when he’s being a jerk. And when he’s chewing food. And any other opportunity she can think of. Basically, I think she gets paid 100 yen every time she manages to work that word into a sentence. And let me tell you: girl is pulling down bank.
    Of course, this is a translation, so she’s not actually saying “tricky.” She’s saying something similar in Japanese. And therein lies a tale of woe and sorrow.
    The backstory
    But let’s rewind a bit first.
    When I came aboard the KoiRizo team, it was to edit a single route: Nagisa’s. Makes sense — I was a first-time VN editor, and Nagisa’s route was the shortest in the game. Moreover, it was an unlockable, which meant that comparatively few people would end up reading it. Other editors were already hacking away at most of the remaining routes anyway, so that was all fine by me.
    As I worked my way through Nagisa’s scripts, I saw the word “tricky” pop up once or twice in Umi’s dialogue as a personal insult and it just seemed ... odd to me. Tough math problems are tricky. Opening a stubborn jar of peanut butter is tricky. People? Less so. I’m an editor, though, not a translator, so I did what I was supposed to do: flagged it for TLC review, left a comment with my concerns, edited the line as best I could, then moved along. The translator on the project had made it clear he wouldn’t be reviewing any edits until all the routes were finished being edited, so that’s about all I could do at the time.
    When I finished cleaning up Nagisa’s route, I was asked if I wouldn’t mind tackling Shiori’s scripts as well, which no other editor had gotten around to yet. “Sure,” I said, and set about tidying that up as well. The word “tricky” popped up a couple more times, so I did the same thing: flagged it, reiterated my concerns, then kept on editing.
    I finished Shiori, and was asked if I’d pick up the common route and Umi’s route; the editing on both of these had apparently stalled. Okay, what had started out as a quickie project for me was slowly turning into something much more time-consuming. I could see that. But I was still having fun, so I agreed. I started with the common route, where Umi has more screen time, which meant I started seeing the word “tricky” a little more often.
    And I started to worry.
    I flagged it, left a comment along the lines of “See my earlier notes on tricky,” and kept editing. I was determined not to get hung up on one silly word. It was becoming clear that this was sort of a catchphrase word for Umi, and I didn’t want to change the translation in my scripts if all the other editors’ scripts were keeping it as is. It’d be like if a screenwriter on The Simpsons decided that “D’oh!” sounded dumb, so Homer should say “Ooops!” instead — but only on the episodes he/she worked on.
    Anyway, I finished the common route and moved onto Umi’s. And lo, I gazed into a bottomless abyss of trickiness.

    You sly dumbass, you.
    Now let’s talk about the actual word. In Japanese, it’s “ずるい” — “zurui.” And, true to its definition, zurui’s a tricky word to pin down.
    It’s often translated as “unfair.” (Or so I’ve been told. Again, I’m an editor, not a translator. I took a Japanese class or two a few years back, so I have a basic familiarity with the rudiments of grammar and vocabulary. I’m good for: “Hello, I only speak a little Japanese. Sorry! What time is it? Where is the train? I am a very cute peach.” And that’s about it.) But there’s a little more nuance to it than that. Getting cancer is unfair. Having your advisor take credit for your thesis is unfair. “Zurui” implies a level of deviousness, impishness, slyness, craftiness, and yes, even trickiness. Someone who’s being “zurui” knows they’re getting away with something — and they’re okay with that.
    Moreover, it has a secondary meaning of being miserly, which is something that definitely applies to Soutarou, the protagonist of KoiRizo. I have to imagine that wordplay was not lost on the writers ... or the characters.
    There’s no one good English word to capture all those layers of meaning. When Umi uses this word to describe the protagonist in KoiRizo, it’s clear from context that her emotional shading varies from line to line. Sometimes she’s straight-up pissed at him and is telling him off: “You jackass.” Other times, she’s more of a late-game tsundere and says it playfully, even affectionately: “You sly dog you.” But she uses the same Japanese word every single time. Sometimes she’ll even say it six or seven times in a row without taking a breath.
    “Zurui. Zurui. Zurui. Zurui. Zurui. ZURUI!”
    It was her catchphrase. And in pretty much every instance, it had been translated as “tricky.”
    If the word only appeared once or twice in KoiRizo, I could have swapped in the contextually appropriate English replacements and been done with it. (I actually did this in a handful of places throughout the VN, usually when it was clear she was at one extreme of the word or the other.) But given how often it showed up, I felt somehow obligated to honor authorial intent. This was Umi’s pet phrase for this guy she’d fallen in love with. At one point, I think she even uses it as all the parts of speech in a single sentence. If I started changing “zurui” to different words every time, she’d lose a fairly important character quirk.
    After looking at all the options, the translator’s choice of “tricky” started seeming like it wasn’t a half-bad compromise after all. It got across that Umi thought the protag was dealing from the bottom of the emotional deck, but it also had a playful, teasing quality. It was never the best word in any particular instance, but it seemed like it might be flexible enough to be just sorta kinda okay in all instances.
    That argument makes sense, right? I thought so at the time, anyway. And so I left “tricky” as it was.
    Boy, was I wrong.

    Mea culpa
    I overthought it, plain and simple. I forgot my personal rule of writing and editing: Make the journey as frictionless for the readers as possible. Don’t let them get snagged on odd phrasings or slightly off words. Keep them immersed in the story.
    I’d forgotten how jarring that “tricky” word seemed those first few times I saw it in translation. As the months passed, some sort of editing Stockholm Syndrome set in and I actually started thinking it might be an acceptable option.
    In short, I messed up.
    When I read Umineko for the first time, Battler’s use (and abuse) of the word “useless” seemed so ill-fitting to me in English prose that I almost gave up reading the VN right then and there. But now, I sort of understand how the Witch Hunt team might have, over time, come to see this ungainly adjective as the best compromise for their main character’s catchphrase. It doesn’t make me like it much more, but I can see how they ended up there. (But don’t get me started on “turn the chessboard over” vs. “turn the chessboard around.” The latter works; the former leaves you with a bunch of chess pieces on the ground.)
    So here's the deal: It doesn’t matter that I had to make literally hundreds of judgment calls like this over the course of editing KoiRizo — what to do with Yuuhi’s numerous nicknames for the protagonist, as just one example — and 99% of them turned out okay (I hope).
    What matters is there’s a big lump of tricky sitting in the middle of the visual novel. And it doesn't work.
    I signed off on it. And I take full responsibility for that.
    So what to do? Not much, to be honest. It’s one of those things I’d love to revisit if given the chance, but a 2.0 KoiRizo patch seems unlikely at this time. MDZ keeps his own counsel, but he seems to have moved onto other pursuits.
    And that, as they say, is that.
    Postscript
    As I mentioned, the original intent of this blog was to put a spotlight on my many missteps as a first-time VN editor. That hasn’t changed. I might also try to throw in some helpful life advice from time to time, but I’m mainly happy to let my blunders serve as good object lessons for other aspiring editors.
    That means you should feel free to discuss any boneheaded decisions you think I might have made. Odds are I’ll own up to them. I've got a very thick skin, after all. I just ask two things:
    1. This blog is about editing. If you have issues with someone’s translation choices, I kindly ask that you take it elsewhere. I hear Fuwa has really nice forums for that sort of thing, y'know? But if you have issues with how I edited someone's translation, then bring it on.
    2. Please don’t be a giant pixelated dick about it. No one likes a pixel pick.

  9. Like
    Darbury got a reaction from Deep Blue for a blog entry, Oh, The (Tricky) Editing Mistakes I Have Made (Part 2 of ∞)   
    This blog is all about owning my mistakes and putting them on public display, so let’s do this. And yeah, I knew this one was going to come back and bite me in the ass. This was my albatross. This was my giant ass-biting albatross.
    The great “tricky” debacle of 2015
    So there’s this word that shows up in the English translation of Koisuru Natsu no Last Resort. If you’ve read it, you might have noticed it once or twice.
    “Tricky.”
    Umi, the main heroine, falls back on this word a lot to describe the protagonist. She uses it when he’s being nice. And when he’s being a jerk. And when he’s chewing food. And any other opportunity she can think of. Basically, I think she gets paid 100 yen every time she manages to work that word into a sentence. And let me tell you: girl is pulling down bank.
    Of course, this is a translation, so she’s not actually saying “tricky.” She’s saying something similar in Japanese. And therein lies a tale of woe and sorrow.
    The backstory
    But let’s rewind a bit first.
    When I came aboard the KoiRizo team, it was to edit a single route: Nagisa’s. Makes sense — I was a first-time VN editor, and Nagisa’s route was the shortest in the game. Moreover, it was an unlockable, which meant that comparatively few people would end up reading it. Other editors were already hacking away at most of the remaining routes anyway, so that was all fine by me.
    As I worked my way through Nagisa’s scripts, I saw the word “tricky” pop up once or twice in Umi’s dialogue as a personal insult and it just seemed ... odd to me. Tough math problems are tricky. Opening a stubborn jar of peanut butter is tricky. People? Less so. I’m an editor, though, not a translator, so I did what I was supposed to do: flagged it for TLC review, left a comment with my concerns, edited the line as best I could, then moved along. The translator on the project had made it clear he wouldn’t be reviewing any edits until all the routes were finished being edited, so that’s about all I could do at the time.
    When I finished cleaning up Nagisa’s route, I was asked if I wouldn’t mind tackling Shiori’s scripts as well, which no other editor had gotten around to yet. “Sure,” I said, and set about tidying that up as well. The word “tricky” popped up a couple more times, so I did the same thing: flagged it, reiterated my concerns, then kept on editing.
    I finished Shiori, and was asked if I’d pick up the common route and Umi’s route; the editing on both of these had apparently stalled. Okay, what had started out as a quickie project for me was slowly turning into something much more time-consuming. I could see that. But I was still having fun, so I agreed. I started with the common route, where Umi has more screen time, which meant I started seeing the word “tricky” a little more often.
    And I started to worry.
    I flagged it, left a comment along the lines of “See my earlier notes on tricky,” and kept editing. I was determined not to get hung up on one silly word. It was becoming clear that this was sort of a catchphrase word for Umi, and I didn’t want to change the translation in my scripts if all the other editors’ scripts were keeping it as is. It’d be like if a screenwriter on The Simpsons decided that “D’oh!” sounded dumb, so Homer should say “Ooops!” instead — but only on the episodes he/she worked on.
    Anyway, I finished the common route and moved onto Umi’s. And lo, I gazed into a bottomless abyss of trickiness.

    You sly dumbass, you.
    Now let’s talk about the actual word. In Japanese, it’s “ずるい” — “zurui.” And, true to its definition, zurui’s a tricky word to pin down.
    It’s often translated as “unfair.” (Or so I’ve been told. Again, I’m an editor, not a translator. I took a Japanese class or two a few years back, so I have a basic familiarity with the rudiments of grammar and vocabulary. I’m good for: “Hello, I only speak a little Japanese. Sorry! What time is it? Where is the train? I am a very cute peach.” And that’s about it.) But there’s a little more nuance to it than that. Getting cancer is unfair. Having your advisor take credit for your thesis is unfair. “Zurui” implies a level of deviousness, impishness, slyness, craftiness, and yes, even trickiness. Someone who’s being “zurui” knows they’re getting away with something — and they’re okay with that.
    Moreover, it has a secondary meaning of being miserly, which is something that definitely applies to Soutarou, the protagonist of KoiRizo. I have to imagine that wordplay was not lost on the writers ... or the characters.
    There’s no one good English word to capture all those layers of meaning. When Umi uses this word to describe the protagonist in KoiRizo, it’s clear from context that her emotional shading varies from line to line. Sometimes she’s straight-up pissed at him and is telling him off: “You jackass.” Other times, she’s more of a late-game tsundere and says it playfully, even affectionately: “You sly dog you.” But she uses the same Japanese word every single time. Sometimes she’ll even say it six or seven times in a row without taking a breath.
    “Zurui. Zurui. Zurui. Zurui. Zurui. ZURUI!”
    It was her catchphrase. And in pretty much every instance, it had been translated as “tricky.”
    If the word only appeared once or twice in KoiRizo, I could have swapped in the contextually appropriate English replacements and been done with it. (I actually did this in a handful of places throughout the VN, usually when it was clear she was at one extreme of the word or the other.) But given how often it showed up, I felt somehow obligated to honor authorial intent. This was Umi’s pet phrase for this guy she’d fallen in love with. At one point, I think she even uses it as all the parts of speech in a single sentence. If I started changing “zurui” to different words every time, she’d lose a fairly important character quirk.
    After looking at all the options, the translator’s choice of “tricky” started seeming like it wasn’t a half-bad compromise after all. It got across that Umi thought the protag was dealing from the bottom of the emotional deck, but it also had a playful, teasing quality. It was never the best word in any particular instance, but it seemed like it might be flexible enough to be just sorta kinda okay in all instances.
    That argument makes sense, right? I thought so at the time, anyway. And so I left “tricky” as it was.
    Boy, was I wrong.

    Mea culpa
    I overthought it, plain and simple. I forgot my personal rule of writing and editing: Make the journey as frictionless for the readers as possible. Don’t let them get snagged on odd phrasings or slightly off words. Keep them immersed in the story.
    I’d forgotten how jarring that “tricky” word seemed those first few times I saw it in translation. As the months passed, some sort of editing Stockholm Syndrome set in and I actually started thinking it might be an acceptable option.
    In short, I messed up.
    When I read Umineko for the first time, Battler’s use (and abuse) of the word “useless” seemed so ill-fitting to me in English prose that I almost gave up reading the VN right then and there. But now, I sort of understand how the Witch Hunt team might have, over time, come to see this ungainly adjective as the best compromise for their main character’s catchphrase. It doesn’t make me like it much more, but I can see how they ended up there. (But don’t get me started on “turn the chessboard over” vs. “turn the chessboard around.” The latter works; the former leaves you with a bunch of chess pieces on the ground.)
    So here's the deal: It doesn’t matter that I had to make literally hundreds of judgment calls like this over the course of editing KoiRizo — what to do with Yuuhi’s numerous nicknames for the protagonist, as just one example — and 99% of them turned out okay (I hope).
    What matters is there’s a big lump of tricky sitting in the middle of the visual novel. And it doesn't work.
    I signed off on it. And I take full responsibility for that.
    So what to do? Not much, to be honest. It’s one of those things I’d love to revisit if given the chance, but a 2.0 KoiRizo patch seems unlikely at this time. MDZ keeps his own counsel, but he seems to have moved onto other pursuits.
    And that, as they say, is that.
    Postscript
    As I mentioned, the original intent of this blog was to put a spotlight on my many missteps as a first-time VN editor. That hasn’t changed. I might also try to throw in some helpful life advice from time to time, but I’m mainly happy to let my blunders serve as good object lessons for other aspiring editors.
    That means you should feel free to discuss any boneheaded decisions you think I might have made. Odds are I’ll own up to them. I've got a very thick skin, after all. I just ask two things:
    1. This blog is about editing. If you have issues with someone’s translation choices, I kindly ask that you take it elsewhere. I hear Fuwa has really nice forums for that sort of thing, y'know? But if you have issues with how I edited someone's translation, then bring it on.
    2. Please don’t be a giant pixelated dick about it. No one likes a pixel pick.

  10. Like
    Darbury got a reaction from Bolverk for a blog entry, Oh, The (Tricky) Editing Mistakes I Have Made (Part 2 of ∞)   
    This blog is all about owning my mistakes and putting them on public display, so let’s do this. And yeah, I knew this one was going to come back and bite me in the ass. This was my albatross. This was my giant ass-biting albatross.
    The great “tricky” debacle of 2015
    So there’s this word that shows up in the English translation of Koisuru Natsu no Last Resort. If you’ve read it, you might have noticed it once or twice.
    “Tricky.”
    Umi, the main heroine, falls back on this word a lot to describe the protagonist. She uses it when he’s being nice. And when he’s being a jerk. And when he’s chewing food. And any other opportunity she can think of. Basically, I think she gets paid 100 yen every time she manages to work that word into a sentence. And let me tell you: girl is pulling down bank.
    Of course, this is a translation, so she’s not actually saying “tricky.” She’s saying something similar in Japanese. And therein lies a tale of woe and sorrow.
    The backstory
    But let’s rewind a bit first.
    When I came aboard the KoiRizo team, it was to edit a single route: Nagisa’s. Makes sense — I was a first-time VN editor, and Nagisa’s route was the shortest in the game. Moreover, it was an unlockable, which meant that comparatively few people would end up reading it. Other editors were already hacking away at most of the remaining routes anyway, so that was all fine by me.
    As I worked my way through Nagisa’s scripts, I saw the word “tricky” pop up once or twice in Umi’s dialogue as a personal insult and it just seemed ... odd to me. Tough math problems are tricky. Opening a stubborn jar of peanut butter is tricky. People? Less so. I’m an editor, though, not a translator, so I did what I was supposed to do: flagged it for TLC review, left a comment with my concerns, edited the line as best I could, then moved along. The translator on the project had made it clear he wouldn’t be reviewing any edits until all the routes were finished being edited, so that’s about all I could do at the time.
    When I finished cleaning up Nagisa’s route, I was asked if I wouldn’t mind tackling Shiori’s scripts as well, which no other editor had gotten around to yet. “Sure,” I said, and set about tidying that up as well. The word “tricky” popped up a couple more times, so I did the same thing: flagged it, reiterated my concerns, then kept on editing.
    I finished Shiori, and was asked if I’d pick up the common route and Umi’s route; the editing on both of these had apparently stalled. Okay, what had started out as a quickie project for me was slowly turning into something much more time-consuming. I could see that. But I was still having fun, so I agreed. I started with the common route, where Umi has more screen time, which meant I started seeing the word “tricky” a little more often.
    And I started to worry.
    I flagged it, left a comment along the lines of “See my earlier notes on tricky,” and kept editing. I was determined not to get hung up on one silly word. It was becoming clear that this was sort of a catchphrase word for Umi, and I didn’t want to change the translation in my scripts if all the other editors’ scripts were keeping it as is. It’d be like if a screenwriter on The Simpsons decided that “D’oh!” sounded dumb, so Homer should say “Ooops!” instead — but only on the episodes he/she worked on.
    Anyway, I finished the common route and moved onto Umi’s. And lo, I gazed into a bottomless abyss of trickiness.

    You sly dumbass, you.
    Now let’s talk about the actual word. In Japanese, it’s “ずるい” — “zurui.” And, true to its definition, zurui’s a tricky word to pin down.
    It’s often translated as “unfair.” (Or so I’ve been told. Again, I’m an editor, not a translator. I took a Japanese class or two a few years back, so I have a basic familiarity with the rudiments of grammar and vocabulary. I’m good for: “Hello, I only speak a little Japanese. Sorry! What time is it? Where is the train? I am a very cute peach.” And that’s about it.) But there’s a little more nuance to it than that. Getting cancer is unfair. Having your advisor take credit for your thesis is unfair. “Zurui” implies a level of deviousness, impishness, slyness, craftiness, and yes, even trickiness. Someone who’s being “zurui” knows they’re getting away with something — and they’re okay with that.
    Moreover, it has a secondary meaning of being miserly, which is something that definitely applies to Soutarou, the protagonist of KoiRizo. I have to imagine that wordplay was not lost on the writers ... or the characters.
    There’s no one good English word to capture all those layers of meaning. When Umi uses this word to describe the protagonist in KoiRizo, it’s clear from context that her emotional shading varies from line to line. Sometimes she’s straight-up pissed at him and is telling him off: “You jackass.” Other times, she’s more of a late-game tsundere and says it playfully, even affectionately: “You sly dog you.” But she uses the same Japanese word every single time. Sometimes she’ll even say it six or seven times in a row without taking a breath.
    “Zurui. Zurui. Zurui. Zurui. Zurui. ZURUI!”
    It was her catchphrase. And in pretty much every instance, it had been translated as “tricky.”
    If the word only appeared once or twice in KoiRizo, I could have swapped in the contextually appropriate English replacements and been done with it. (I actually did this in a handful of places throughout the VN, usually when it was clear she was at one extreme of the word or the other.) But given how often it showed up, I felt somehow obligated to honor authorial intent. This was Umi’s pet phrase for this guy she’d fallen in love with. At one point, I think she even uses it as all the parts of speech in a single sentence. If I started changing “zurui” to different words every time, she’d lose a fairly important character quirk.
    After looking at all the options, the translator’s choice of “tricky” started seeming like it wasn’t a half-bad compromise after all. It got across that Umi thought the protag was dealing from the bottom of the emotional deck, but it also had a playful, teasing quality. It was never the best word in any particular instance, but it seemed like it might be flexible enough to be just sorta kinda okay in all instances.
    That argument makes sense, right? I thought so at the time, anyway. And so I left “tricky” as it was.
    Boy, was I wrong.

    Mea culpa
    I overthought it, plain and simple. I forgot my personal rule of writing and editing: Make the journey as frictionless for the readers as possible. Don’t let them get snagged on odd phrasings or slightly off words. Keep them immersed in the story.
    I’d forgotten how jarring that “tricky” word seemed those first few times I saw it in translation. As the months passed, some sort of editing Stockholm Syndrome set in and I actually started thinking it might be an acceptable option.
    In short, I messed up.
    When I read Umineko for the first time, Battler’s use (and abuse) of the word “useless” seemed so ill-fitting to me in English prose that I almost gave up reading the VN right then and there. But now, I sort of understand how the Witch Hunt team might have, over time, come to see this ungainly adjective as the best compromise for their main character’s catchphrase. It doesn’t make me like it much more, but I can see how they ended up there. (But don’t get me started on “turn the chessboard over” vs. “turn the chessboard around.” The latter works; the former leaves you with a bunch of chess pieces on the ground.)
    So here's the deal: It doesn’t matter that I had to make literally hundreds of judgment calls like this over the course of editing KoiRizo — what to do with Yuuhi’s numerous nicknames for the protagonist, as just one example — and 99% of them turned out okay (I hope).
    What matters is there’s a big lump of tricky sitting in the middle of the visual novel. And it doesn't work.
    I signed off on it. And I take full responsibility for that.
    So what to do? Not much, to be honest. It’s one of those things I’d love to revisit if given the chance, but a 2.0 KoiRizo patch seems unlikely at this time. MDZ keeps his own counsel, but he seems to have moved onto other pursuits.
    And that, as they say, is that.
    Postscript
    As I mentioned, the original intent of this blog was to put a spotlight on my many missteps as a first-time VN editor. That hasn’t changed. I might also try to throw in some helpful life advice from time to time, but I’m mainly happy to let my blunders serve as good object lessons for other aspiring editors.
    That means you should feel free to discuss any boneheaded decisions you think I might have made. Odds are I’ll own up to them. I've got a very thick skin, after all. I just ask two things:
    1. This blog is about editing. If you have issues with someone’s translation choices, I kindly ask that you take it elsewhere. I hear Fuwa has really nice forums for that sort of thing, y'know? But if you have issues with how I edited someone's translation, then bring it on.
    2. Please don’t be a giant pixelated dick about it. No one likes a pixel pick.

  11. Like
    Darbury got a reaction from Narcosis for a blog entry, Oh, The (Tricky) Editing Mistakes I Have Made (Part 2 of ∞)   
    This blog is all about owning my mistakes and putting them on public display, so let’s do this. And yeah, I knew this one was going to come back and bite me in the ass. This was my albatross. This was my giant ass-biting albatross.
    The great “tricky” debacle of 2015
    So there’s this word that shows up in the English translation of Koisuru Natsu no Last Resort. If you’ve read it, you might have noticed it once or twice.
    “Tricky.”
    Umi, the main heroine, falls back on this word a lot to describe the protagonist. She uses it when he’s being nice. And when he’s being a jerk. And when he’s chewing food. And any other opportunity she can think of. Basically, I think she gets paid 100 yen every time she manages to work that word into a sentence. And let me tell you: girl is pulling down bank.
    Of course, this is a translation, so she’s not actually saying “tricky.” She’s saying something similar in Japanese. And therein lies a tale of woe and sorrow.
    The backstory
    But let’s rewind a bit first.
    When I came aboard the KoiRizo team, it was to edit a single route: Nagisa’s. Makes sense — I was a first-time VN editor, and Nagisa’s route was the shortest in the game. Moreover, it was an unlockable, which meant that comparatively few people would end up reading it. Other editors were already hacking away at most of the remaining routes anyway, so that was all fine by me.
    As I worked my way through Nagisa’s scripts, I saw the word “tricky” pop up once or twice in Umi’s dialogue as a personal insult and it just seemed ... odd to me. Tough math problems are tricky. Opening a stubborn jar of peanut butter is tricky. People? Less so. I’m an editor, though, not a translator, so I did what I was supposed to do: flagged it for TLC review, left a comment with my concerns, edited the line as best I could, then moved along. The translator on the project had made it clear he wouldn’t be reviewing any edits until all the routes were finished being edited, so that’s about all I could do at the time.
    When I finished cleaning up Nagisa’s route, I was asked if I wouldn’t mind tackling Shiori’s scripts as well, which no other editor had gotten around to yet. “Sure,” I said, and set about tidying that up as well. The word “tricky” popped up a couple more times, so I did the same thing: flagged it, reiterated my concerns, then kept on editing.
    I finished Shiori, and was asked if I’d pick up the common route and Umi’s route; the editing on both of these had apparently stalled. Okay, what had started out as a quickie project for me was slowly turning into something much more time-consuming. I could see that. But I was still having fun, so I agreed. I started with the common route, where Umi has more screen time, which meant I started seeing the word “tricky” a little more often.
    And I started to worry.
    I flagged it, left a comment along the lines of “See my earlier notes on tricky,” and kept editing. I was determined not to get hung up on one silly word. It was becoming clear that this was sort of a catchphrase word for Umi, and I didn’t want to change the translation in my scripts if all the other editors’ scripts were keeping it as is. It’d be like if a screenwriter on The Simpsons decided that “D’oh!” sounded dumb, so Homer should say “Ooops!” instead — but only on the episodes he/she worked on.
    Anyway, I finished the common route and moved onto Umi’s. And lo, I gazed into a bottomless abyss of trickiness.

    You sly dumbass, you.
    Now let’s talk about the actual word. In Japanese, it’s “ずるい” — “zurui.” And, true to its definition, zurui’s a tricky word to pin down.
    It’s often translated as “unfair.” (Or so I’ve been told. Again, I’m an editor, not a translator. I took a Japanese class or two a few years back, so I have a basic familiarity with the rudiments of grammar and vocabulary. I’m good for: “Hello, I only speak a little Japanese. Sorry! What time is it? Where is the train? I am a very cute peach.” And that’s about it.) But there’s a little more nuance to it than that. Getting cancer is unfair. Having your advisor take credit for your thesis is unfair. “Zurui” implies a level of deviousness, impishness, slyness, craftiness, and yes, even trickiness. Someone who’s being “zurui” knows they’re getting away with something — and they’re okay with that.
    Moreover, it has a secondary meaning of being miserly, which is something that definitely applies to Soutarou, the protagonist of KoiRizo. I have to imagine that wordplay was not lost on the writers ... or the characters.
    There’s no one good English word to capture all those layers of meaning. When Umi uses this word to describe the protagonist in KoiRizo, it’s clear from context that her emotional shading varies from line to line. Sometimes she’s straight-up pissed at him and is telling him off: “You jackass.” Other times, she’s more of a late-game tsundere and says it playfully, even affectionately: “You sly dog you.” But she uses the same Japanese word every single time. Sometimes she’ll even say it six or seven times in a row without taking a breath.
    “Zurui. Zurui. Zurui. Zurui. Zurui. ZURUI!”
    It was her catchphrase. And in pretty much every instance, it had been translated as “tricky.”
    If the word only appeared once or twice in KoiRizo, I could have swapped in the contextually appropriate English replacements and been done with it. (I actually did this in a handful of places throughout the VN, usually when it was clear she was at one extreme of the word or the other.) But given how often it showed up, I felt somehow obligated to honor authorial intent. This was Umi’s pet phrase for this guy she’d fallen in love with. At one point, I think she even uses it as all the parts of speech in a single sentence. If I started changing “zurui” to different words every time, she’d lose a fairly important character quirk.
    After looking at all the options, the translator’s choice of “tricky” started seeming like it wasn’t a half-bad compromise after all. It got across that Umi thought the protag was dealing from the bottom of the emotional deck, but it also had a playful, teasing quality. It was never the best word in any particular instance, but it seemed like it might be flexible enough to be just sorta kinda okay in all instances.
    That argument makes sense, right? I thought so at the time, anyway. And so I left “tricky” as it was.
    Boy, was I wrong.

    Mea culpa
    I overthought it, plain and simple. I forgot my personal rule of writing and editing: Make the journey as frictionless for the readers as possible. Don’t let them get snagged on odd phrasings or slightly off words. Keep them immersed in the story.
    I’d forgotten how jarring that “tricky” word seemed those first few times I saw it in translation. As the months passed, some sort of editing Stockholm Syndrome set in and I actually started thinking it might be an acceptable option.
    In short, I messed up.
    When I read Umineko for the first time, Battler’s use (and abuse) of the word “useless” seemed so ill-fitting to me in English prose that I almost gave up reading the VN right then and there. But now, I sort of understand how the Witch Hunt team might have, over time, come to see this ungainly adjective as the best compromise for their main character’s catchphrase. It doesn’t make me like it much more, but I can see how they ended up there. (But don’t get me started on “turn the chessboard over” vs. “turn the chessboard around.” The latter works; the former leaves you with a bunch of chess pieces on the ground.)
    So here's the deal: It doesn’t matter that I had to make literally hundreds of judgment calls like this over the course of editing KoiRizo — what to do with Yuuhi’s numerous nicknames for the protagonist, as just one example — and 99% of them turned out okay (I hope).
    What matters is there’s a big lump of tricky sitting in the middle of the visual novel. And it doesn't work.
    I signed off on it. And I take full responsibility for that.
    So what to do? Not much, to be honest. It’s one of those things I’d love to revisit if given the chance, but a 2.0 KoiRizo patch seems unlikely at this time. MDZ keeps his own counsel, but he seems to have moved onto other pursuits.
    And that, as they say, is that.
    Postscript
    As I mentioned, the original intent of this blog was to put a spotlight on my many missteps as a first-time VN editor. That hasn’t changed. I might also try to throw in some helpful life advice from time to time, but I’m mainly happy to let my blunders serve as good object lessons for other aspiring editors.
    That means you should feel free to discuss any boneheaded decisions you think I might have made. Odds are I’ll own up to them. I've got a very thick skin, after all. I just ask two things:
    1. This blog is about editing. If you have issues with someone’s translation choices, I kindly ask that you take it elsewhere. I hear Fuwa has really nice forums for that sort of thing, y'know? But if you have issues with how I edited someone's translation, then bring it on.
    2. Please don’t be a giant pixelated dick about it. No one likes a pixel pick.

  12. Like
    Darbury got a reaction from Funnerific for a blog entry, Oh, The (Tricky) Editing Mistakes I Have Made (Part 2 of ∞)   
    This blog is all about owning my mistakes and putting them on public display, so let’s do this. And yeah, I knew this one was going to come back and bite me in the ass. This was my albatross. This was my giant ass-biting albatross.
    The great “tricky” debacle of 2015
    So there’s this word that shows up in the English translation of Koisuru Natsu no Last Resort. If you’ve read it, you might have noticed it once or twice.
    “Tricky.”
    Umi, the main heroine, falls back on this word a lot to describe the protagonist. She uses it when he’s being nice. And when he’s being a jerk. And when he’s chewing food. And any other opportunity she can think of. Basically, I think she gets paid 100 yen every time she manages to work that word into a sentence. And let me tell you: girl is pulling down bank.
    Of course, this is a translation, so she’s not actually saying “tricky.” She’s saying something similar in Japanese. And therein lies a tale of woe and sorrow.
    The backstory
    But let’s rewind a bit first.
    When I came aboard the KoiRizo team, it was to edit a single route: Nagisa’s. Makes sense — I was a first-time VN editor, and Nagisa’s route was the shortest in the game. Moreover, it was an unlockable, which meant that comparatively few people would end up reading it. Other editors were already hacking away at most of the remaining routes anyway, so that was all fine by me.
    As I worked my way through Nagisa’s scripts, I saw the word “tricky” pop up once or twice in Umi’s dialogue as a personal insult and it just seemed ... odd to me. Tough math problems are tricky. Opening a stubborn jar of peanut butter is tricky. People? Less so. I’m an editor, though, not a translator, so I did what I was supposed to do: flagged it for TLC review, left a comment with my concerns, edited the line as best I could, then moved along. The translator on the project had made it clear he wouldn’t be reviewing any edits until all the routes were finished being edited, so that’s about all I could do at the time.
    When I finished cleaning up Nagisa’s route, I was asked if I wouldn’t mind tackling Shiori’s scripts as well, which no other editor had gotten around to yet. “Sure,” I said, and set about tidying that up as well. The word “tricky” popped up a couple more times, so I did the same thing: flagged it, reiterated my concerns, then kept on editing.
    I finished Shiori, and was asked if I’d pick up the common route and Umi’s route; the editing on both of these had apparently stalled. Okay, what had started out as a quickie project for me was slowly turning into something much more time-consuming. I could see that. But I was still having fun, so I agreed. I started with the common route, where Umi has more screen time, which meant I started seeing the word “tricky” a little more often.
    And I started to worry.
    I flagged it, left a comment along the lines of “See my earlier notes on tricky,” and kept editing. I was determined not to get hung up on one silly word. It was becoming clear that this was sort of a catchphrase word for Umi, and I didn’t want to change the translation in my scripts if all the other editors’ scripts were keeping it as is. It’d be like if a screenwriter on The Simpsons decided that “D’oh!” sounded dumb, so Homer should say “Ooops!” instead — but only on the episodes he/she worked on.
    Anyway, I finished the common route and moved onto Umi’s. And lo, I gazed into a bottomless abyss of trickiness.

    You sly dumbass, you.
    Now let’s talk about the actual word. In Japanese, it’s “ずるい” — “zurui.” And, true to its definition, zurui’s a tricky word to pin down.
    It’s often translated as “unfair.” (Or so I’ve been told. Again, I’m an editor, not a translator. I took a Japanese class or two a few years back, so I have a basic familiarity with the rudiments of grammar and vocabulary. I’m good for: “Hello, I only speak a little Japanese. Sorry! What time is it? Where is the train? I am a very cute peach.” And that’s about it.) But there’s a little more nuance to it than that. Getting cancer is unfair. Having your advisor take credit for your thesis is unfair. “Zurui” implies a level of deviousness, impishness, slyness, craftiness, and yes, even trickiness. Someone who’s being “zurui” knows they’re getting away with something — and they’re okay with that.
    Moreover, it has a secondary meaning of being miserly, which is something that definitely applies to Soutarou, the protagonist of KoiRizo. I have to imagine that wordplay was not lost on the writers ... or the characters.
    There’s no one good English word to capture all those layers of meaning. When Umi uses this word to describe the protagonist in KoiRizo, it’s clear from context that her emotional shading varies from line to line. Sometimes she’s straight-up pissed at him and is telling him off: “You jackass.” Other times, she’s more of a late-game tsundere and says it playfully, even affectionately: “You sly dog you.” But she uses the same Japanese word every single time. Sometimes she’ll even say it six or seven times in a row without taking a breath.
    “Zurui. Zurui. Zurui. Zurui. Zurui. ZURUI!”
    It was her catchphrase. And in pretty much every instance, it had been translated as “tricky.”
    If the word only appeared once or twice in KoiRizo, I could have swapped in the contextually appropriate English replacements and been done with it. (I actually did this in a handful of places throughout the VN, usually when it was clear she was at one extreme of the word or the other.) But given how often it showed up, I felt somehow obligated to honor authorial intent. This was Umi’s pet phrase for this guy she’d fallen in love with. At one point, I think she even uses it as all the parts of speech in a single sentence. If I started changing “zurui” to different words every time, she’d lose a fairly important character quirk.
    After looking at all the options, the translator’s choice of “tricky” started seeming like it wasn’t a half-bad compromise after all. It got across that Umi thought the protag was dealing from the bottom of the emotional deck, but it also had a playful, teasing quality. It was never the best word in any particular instance, but it seemed like it might be flexible enough to be just sorta kinda okay in all instances.
    That argument makes sense, right? I thought so at the time, anyway. And so I left “tricky” as it was.
    Boy, was I wrong.

    Mea culpa
    I overthought it, plain and simple. I forgot my personal rule of writing and editing: Make the journey as frictionless for the readers as possible. Don’t let them get snagged on odd phrasings or slightly off words. Keep them immersed in the story.
    I’d forgotten how jarring that “tricky” word seemed those first few times I saw it in translation. As the months passed, some sort of editing Stockholm Syndrome set in and I actually started thinking it might be an acceptable option.
    In short, I messed up.
    When I read Umineko for the first time, Battler’s use (and abuse) of the word “useless” seemed so ill-fitting to me in English prose that I almost gave up reading the VN right then and there. But now, I sort of understand how the Witch Hunt team might have, over time, come to see this ungainly adjective as the best compromise for their main character’s catchphrase. It doesn’t make me like it much more, but I can see how they ended up there. (But don’t get me started on “turn the chessboard over” vs. “turn the chessboard around.” The latter works; the former leaves you with a bunch of chess pieces on the ground.)
    So here's the deal: It doesn’t matter that I had to make literally hundreds of judgment calls like this over the course of editing KoiRizo — what to do with Yuuhi’s numerous nicknames for the protagonist, as just one example — and 99% of them turned out okay (I hope).
    What matters is there’s a big lump of tricky sitting in the middle of the visual novel. And it doesn't work.
    I signed off on it. And I take full responsibility for that.
    So what to do? Not much, to be honest. It’s one of those things I’d love to revisit if given the chance, but a 2.0 KoiRizo patch seems unlikely at this time. MDZ keeps his own counsel, but he seems to have moved onto other pursuits.
    And that, as they say, is that.
    Postscript
    As I mentioned, the original intent of this blog was to put a spotlight on my many missteps as a first-time VN editor. That hasn’t changed. I might also try to throw in some helpful life advice from time to time, but I’m mainly happy to let my blunders serve as good object lessons for other aspiring editors.
    That means you should feel free to discuss any boneheaded decisions you think I might have made. Odds are I’ll own up to them. I've got a very thick skin, after all. I just ask two things:
    1. This blog is about editing. If you have issues with someone’s translation choices, I kindly ask that you take it elsewhere. I hear Fuwa has really nice forums for that sort of thing, y'know? But if you have issues with how I edited someone's translation, then bring it on.
    2. Please don’t be a giant pixelated dick about it. No one likes a pixel pick.

  13. Like
    Darbury got a reaction from Fred the Barber for a blog entry, Save the Visual Novels! Eat the Whales!   
    How do you eat an entire whale? One bite at a time. Preferably with Cholula.
    How do you edit/translate/whatever a visual novel? One line at a time. Preferably with bourbon.
    Whether you’re a fan of the final product or not, one of the things that impresses me most about MDZ’s fan translation of Koisuru Natsu no Last Resort is that it got released, period. As in, if you were so inclined, you could download the installer right now, patch the original Japanese game, and go play the thing on your new-fangled Windows Pee-Cee. No demos, no one-route partial patches. The whole damned VN in English, finished on schedule and out there in the world.
    The project didn’t stall. It didn’t wind up in no-updates-in-six-months-but-we-think-they’re-still-working-on-it hell. It didn’t climb into that white panel van with Little Busters EX, never to be heard from again. The nice man was lying to you, Little Busters EX — there were no cute little puppies in the back. What were you thinking?!
    The KoiRizo team did nothing particularly special to make this happen. We just ate the whale one bite at a time.
    The rhythm method
    By his own account, MDZ worked very methodically on the project, spending an average of 30 minutes every day translating scripts into English. Not when he felt like it. Not when inspiration struck. Not when enough people harassed him with all-caps emails asking why the HELL hadn’t there been any progress updates on the KoiRizo tracker lately. He made it an expected part of his routine, like brushing his teeth or eating dinner. He scheduled regular translation sessions between classes or before heading out in the morning.
    He did a little bit. Every. Single. Day.
    There’s a word for that: consistency. That’s what gets things done in the real world, not 48-hour marathons every random.randint(1,6) weekends fueled by Red Bull, Hot Pockets, and intense self-loathing. Consistency keeps you from getting burned out. Consistency lets you make reasonable schedules and estimates, then stick to them. Consistency is like goddamned black magic.
    Over the course of the project, MDZ had consistency in spades. If he can maintain that approach to life, I have a feeling he’ll be successful at whatever he puts his mind to after college.
    When I came on board as an editor, I kept a somewhat similar schedule. I resolved to set aside my commuting time each workday for editing. And so for 40 minutes in the morning and 40 minutes in the evening, Monday through Friday, I’d park my butt in a train seat, break out my laptop, and just edit.
    Weekdays were reserved for my family. If you’re married with kids, you know there is no such thing as free time on weekends. If you’re not married and don’t have kids, please tell me what the outside world is like. I hear they came out with a PlayStation 2? That’s gotta be pretty awesome.
    Anyway, that’s what I ended up doing. Edit every single workday. For six months. Until it was done.
    (Six months? That long to edit a medium-length visual novel? Yeah, that long. KoiRizo weighs in at 36,000+ lines. Over six months, that works out to about 1,400 lines a week, or 210 lines per hour. That’s an edited line every 17 seconds or so, with most of the lines needing substantial polishing/rewriting. I have no idea what pace other VN editors work at, but I felt like this was one I could maintain over the long haul. Call it the distance runner’s lope.)

    Special topics in calamity physics
    So why all this rambling about whales and consistency? Because I just got back from vacation a few days ago and I’ve been surprised at how long it’s taken me to get my head back into the various projects I’ve been working on (or even writing this blog). And then I got to wondering how often something small like that snowballs into a stalled or even failed project. A missed day turns into a skipped week turns into a skipped month turns into a dead translation.
    Which then got me thinking about the coefficient of friction.
    It’s basic physics, which I excelled at (failing repeatedly). In layman’s terms, it’s a ratio (μ) that gives you a sense how much force two surfaces exert on each other and, therefore, how much force you need to exert to get something moving from a dead stop. Wooden block on ice? Low coefficient of friction. Wooden block on shag carpet? High coefficient of friction ... and a senseless crime against tasteful décor. Once you overcome that initial friction, it takes comparatively little force to keep an object in motion.
    I can easily imagine there’s a coefficient of friction between us and our work, some quantifiable level of resistance that needs be overcome before we get our asses in gear and be productive. And unlike the one in Physics 101, which is constant for any two materials, this one is different every single day. It depends on a bunch of different factors: how interested we are in our projects, how appreciated we feel, what other projects we’ve got going on at the same time, how much sleep we’ve gotten, what else is going on in our lives, whether or not the Mets are currently in the World Series, etc.
    Let’s call it the coefficient of slackitude.
    Once we get started on a project and make it part of our everyday routine, we can largely ignore this number. We’ve overcome the initial slackitude and, with moderate effort, can keep things rolling along fairly smoothly. But each time we let things coast to a stop, even for a few days, we’ve got to overcome the slackitude all over again. And since that value is variable, it might be much harder the second time around. In fact, it probably will be.
    Eventually, we’ll fail to do so. And our project will die.
    The takeaway
    So other than the fact that I had no business being anywhere near a physics classroom, what can we take away from my incoherent ramblings? A couple things:
    The easiest way to make sure your project gets finished is to stick to a regular schedule. Eat the whale a little at a time — every day if you can. Minimize the gaps. Avoid having to face off against that nasty coefficient of slackitude more than once. The easiest way to make sure your project gets started at all is to pick a time when that coefficient of slackitude is low — when you’re excited by the prospect, when you’re well-rested, when you have relatively few competing interests. When you can focus. Use that time to build your momentum, so when your interest wanes or real life intrudes — it always does and it always will — the project is so embedded in your routine that you can just ride it out. We need more finished translations in the world. So pull up a chair and eat your whale. Do it for your team. Do it for yourself. Do it for poor Little Busters EX, drugged and ball-gagged in a basement somewhere, forever wondering when it’ll finally get to see the puppies.
  14. Like
    Darbury got a reaction from Helvetica Standard for a blog entry, Save the Visual Novels! Eat the Whales!   
    How do you eat an entire whale? One bite at a time. Preferably with Cholula.
    How do you edit/translate/whatever a visual novel? One line at a time. Preferably with bourbon.
    Whether you’re a fan of the final product or not, one of the things that impresses me most about MDZ’s fan translation of Koisuru Natsu no Last Resort is that it got released, period. As in, if you were so inclined, you could download the installer right now, patch the original Japanese game, and go play the thing on your new-fangled Windows Pee-Cee. No demos, no one-route partial patches. The whole damned VN in English, finished on schedule and out there in the world.
    The project didn’t stall. It didn’t wind up in no-updates-in-six-months-but-we-think-they’re-still-working-on-it hell. It didn’t climb into that white panel van with Little Busters EX, never to be heard from again. The nice man was lying to you, Little Busters EX — there were no cute little puppies in the back. What were you thinking?!
    The KoiRizo team did nothing particularly special to make this happen. We just ate the whale one bite at a time.
    The rhythm method
    By his own account, MDZ worked very methodically on the project, spending an average of 30 minutes every day translating scripts into English. Not when he felt like it. Not when inspiration struck. Not when enough people harassed him with all-caps emails asking why the HELL hadn’t there been any progress updates on the KoiRizo tracker lately. He made it an expected part of his routine, like brushing his teeth or eating dinner. He scheduled regular translation sessions between classes or before heading out in the morning.
    He did a little bit. Every. Single. Day.
    There’s a word for that: consistency. That’s what gets things done in the real world, not 48-hour marathons every random.randint(1,6) weekends fueled by Red Bull, Hot Pockets, and intense self-loathing. Consistency keeps you from getting burned out. Consistency lets you make reasonable schedules and estimates, then stick to them. Consistency is like goddamned black magic.
    Over the course of the project, MDZ had consistency in spades. If he can maintain that approach to life, I have a feeling he’ll be successful at whatever he puts his mind to after college.
    When I came on board as an editor, I kept a somewhat similar schedule. I resolved to set aside my commuting time each workday for editing. And so for 40 minutes in the morning and 40 minutes in the evening, Monday through Friday, I’d park my butt in a train seat, break out my laptop, and just edit.
    Weekdays were reserved for my family. If you’re married with kids, you know there is no such thing as free time on weekends. If you’re not married and don’t have kids, please tell me what the outside world is like. I hear they came out with a PlayStation 2? That’s gotta be pretty awesome.
    Anyway, that’s what I ended up doing. Edit every single workday. For six months. Until it was done.
    (Six months? That long to edit a medium-length visual novel? Yeah, that long. KoiRizo weighs in at 36,000+ lines. Over six months, that works out to about 1,400 lines a week, or 210 lines per hour. That’s an edited line every 17 seconds or so, with most of the lines needing substantial polishing/rewriting. I have no idea what pace other VN editors work at, but I felt like this was one I could maintain over the long haul. Call it the distance runner’s lope.)

    Special topics in calamity physics
    So why all this rambling about whales and consistency? Because I just got back from vacation a few days ago and I’ve been surprised at how long it’s taken me to get my head back into the various projects I’ve been working on (or even writing this blog). And then I got to wondering how often something small like that snowballs into a stalled or even failed project. A missed day turns into a skipped week turns into a skipped month turns into a dead translation.
    Which then got me thinking about the coefficient of friction.
    It’s basic physics, which I excelled at (failing repeatedly). In layman’s terms, it’s a ratio (μ) that gives you a sense how much force two surfaces exert on each other and, therefore, how much force you need to exert to get something moving from a dead stop. Wooden block on ice? Low coefficient of friction. Wooden block on shag carpet? High coefficient of friction ... and a senseless crime against tasteful décor. Once you overcome that initial friction, it takes comparatively little force to keep an object in motion.
    I can easily imagine there’s a coefficient of friction between us and our work, some quantifiable level of resistance that needs be overcome before we get our asses in gear and be productive. And unlike the one in Physics 101, which is constant for any two materials, this one is different every single day. It depends on a bunch of different factors: how interested we are in our projects, how appreciated we feel, what other projects we’ve got going on at the same time, how much sleep we’ve gotten, what else is going on in our lives, whether or not the Mets are currently in the World Series, etc.
    Let’s call it the coefficient of slackitude.
    Once we get started on a project and make it part of our everyday routine, we can largely ignore this number. We’ve overcome the initial slackitude and, with moderate effort, can keep things rolling along fairly smoothly. But each time we let things coast to a stop, even for a few days, we’ve got to overcome the slackitude all over again. And since that value is variable, it might be much harder the second time around. In fact, it probably will be.
    Eventually, we’ll fail to do so. And our project will die.
    The takeaway
    So other than the fact that I had no business being anywhere near a physics classroom, what can we take away from my incoherent ramblings? A couple things:
    The easiest way to make sure your project gets finished is to stick to a regular schedule. Eat the whale a little at a time — every day if you can. Minimize the gaps. Avoid having to face off against that nasty coefficient of slackitude more than once. The easiest way to make sure your project gets started at all is to pick a time when that coefficient of slackitude is low — when you’re excited by the prospect, when you’re well-rested, when you have relatively few competing interests. When you can focus. Use that time to build your momentum, so when your interest wanes or real life intrudes — it always does and it always will — the project is so embedded in your routine that you can just ride it out. We need more finished translations in the world. So pull up a chair and eat your whale. Do it for your team. Do it for yourself. Do it for poor Little Busters EX, drugged and ball-gagged in a basement somewhere, forever wondering when it’ll finally get to see the puppies.
  15. Like
    Darbury got a reaction from Funnerific for a blog entry, Save the Visual Novels! Eat the Whales!   
    How do you eat an entire whale? One bite at a time. Preferably with Cholula.
    How do you edit/translate/whatever a visual novel? One line at a time. Preferably with bourbon.
    Whether you’re a fan of the final product or not, one of the things that impresses me most about MDZ’s fan translation of Koisuru Natsu no Last Resort is that it got released, period. As in, if you were so inclined, you could download the installer right now, patch the original Japanese game, and go play the thing on your new-fangled Windows Pee-Cee. No demos, no one-route partial patches. The whole damned VN in English, finished on schedule and out there in the world.
    The project didn’t stall. It didn’t wind up in no-updates-in-six-months-but-we-think-they’re-still-working-on-it hell. It didn’t climb into that white panel van with Little Busters EX, never to be heard from again. The nice man was lying to you, Little Busters EX — there were no cute little puppies in the back. What were you thinking?!
    The KoiRizo team did nothing particularly special to make this happen. We just ate the whale one bite at a time.
    The rhythm method
    By his own account, MDZ worked very methodically on the project, spending an average of 30 minutes every day translating scripts into English. Not when he felt like it. Not when inspiration struck. Not when enough people harassed him with all-caps emails asking why the HELL hadn’t there been any progress updates on the KoiRizo tracker lately. He made it an expected part of his routine, like brushing his teeth or eating dinner. He scheduled regular translation sessions between classes or before heading out in the morning.
    He did a little bit. Every. Single. Day.
    There’s a word for that: consistency. That’s what gets things done in the real world, not 48-hour marathons every random.randint(1,6) weekends fueled by Red Bull, Hot Pockets, and intense self-loathing. Consistency keeps you from getting burned out. Consistency lets you make reasonable schedules and estimates, then stick to them. Consistency is like goddamned black magic.
    Over the course of the project, MDZ had consistency in spades. If he can maintain that approach to life, I have a feeling he’ll be successful at whatever he puts his mind to after college.
    When I came on board as an editor, I kept a somewhat similar schedule. I resolved to set aside my commuting time each workday for editing. And so for 40 minutes in the morning and 40 minutes in the evening, Monday through Friday, I’d park my butt in a train seat, break out my laptop, and just edit.
    Weekdays were reserved for my family. If you’re married with kids, you know there is no such thing as free time on weekends. If you’re not married and don’t have kids, please tell me what the outside world is like. I hear they came out with a PlayStation 2? That’s gotta be pretty awesome.
    Anyway, that’s what I ended up doing. Edit every single workday. For six months. Until it was done.
    (Six months? That long to edit a medium-length visual novel? Yeah, that long. KoiRizo weighs in at 36,000+ lines. Over six months, that works out to about 1,400 lines a week, or 210 lines per hour. That’s an edited line every 17 seconds or so, with most of the lines needing substantial polishing/rewriting. I have no idea what pace other VN editors work at, but I felt like this was one I could maintain over the long haul. Call it the distance runner’s lope.)

    Special topics in calamity physics
    So why all this rambling about whales and consistency? Because I just got back from vacation a few days ago and I’ve been surprised at how long it’s taken me to get my head back into the various projects I’ve been working on (or even writing this blog). And then I got to wondering how often something small like that snowballs into a stalled or even failed project. A missed day turns into a skipped week turns into a skipped month turns into a dead translation.
    Which then got me thinking about the coefficient of friction.
    It’s basic physics, which I excelled at (failing repeatedly). In layman’s terms, it’s a ratio (μ) that gives you a sense how much force two surfaces exert on each other and, therefore, how much force you need to exert to get something moving from a dead stop. Wooden block on ice? Low coefficient of friction. Wooden block on shag carpet? High coefficient of friction ... and a senseless crime against tasteful décor. Once you overcome that initial friction, it takes comparatively little force to keep an object in motion.
    I can easily imagine there’s a coefficient of friction between us and our work, some quantifiable level of resistance that needs be overcome before we get our asses in gear and be productive. And unlike the one in Physics 101, which is constant for any two materials, this one is different every single day. It depends on a bunch of different factors: how interested we are in our projects, how appreciated we feel, what other projects we’ve got going on at the same time, how much sleep we’ve gotten, what else is going on in our lives, whether or not the Mets are currently in the World Series, etc.
    Let’s call it the coefficient of slackitude.
    Once we get started on a project and make it part of our everyday routine, we can largely ignore this number. We’ve overcome the initial slackitude and, with moderate effort, can keep things rolling along fairly smoothly. But each time we let things coast to a stop, even for a few days, we’ve got to overcome the slackitude all over again. And since that value is variable, it might be much harder the second time around. In fact, it probably will be.
    Eventually, we’ll fail to do so. And our project will die.
    The takeaway
    So other than the fact that I had no business being anywhere near a physics classroom, what can we take away from my incoherent ramblings? A couple things:
    The easiest way to make sure your project gets finished is to stick to a regular schedule. Eat the whale a little at a time — every day if you can. Minimize the gaps. Avoid having to face off against that nasty coefficient of slackitude more than once. The easiest way to make sure your project gets started at all is to pick a time when that coefficient of slackitude is low — when you’re excited by the prospect, when you’re well-rested, when you have relatively few competing interests. When you can focus. Use that time to build your momentum, so when your interest wanes or real life intrudes — it always does and it always will — the project is so embedded in your routine that you can just ride it out. We need more finished translations in the world. So pull up a chair and eat your whale. Do it for your team. Do it for yourself. Do it for poor Little Busters EX, drugged and ball-gagged in a basement somewhere, forever wondering when it’ll finally get to see the puppies.
  16. Like
    Darbury got a reaction from Darklord Rooke for a blog entry, Save the Visual Novels! Eat the Whales!   
    How do you eat an entire whale? One bite at a time. Preferably with Cholula.
    How do you edit/translate/whatever a visual novel? One line at a time. Preferably with bourbon.
    Whether you’re a fan of the final product or not, one of the things that impresses me most about MDZ’s fan translation of Koisuru Natsu no Last Resort is that it got released, period. As in, if you were so inclined, you could download the installer right now, patch the original Japanese game, and go play the thing on your new-fangled Windows Pee-Cee. No demos, no one-route partial patches. The whole damned VN in English, finished on schedule and out there in the world.
    The project didn’t stall. It didn’t wind up in no-updates-in-six-months-but-we-think-they’re-still-working-on-it hell. It didn’t climb into that white panel van with Little Busters EX, never to be heard from again. The nice man was lying to you, Little Busters EX — there were no cute little puppies in the back. What were you thinking?!
    The KoiRizo team did nothing particularly special to make this happen. We just ate the whale one bite at a time.
    The rhythm method
    By his own account, MDZ worked very methodically on the project, spending an average of 30 minutes every day translating scripts into English. Not when he felt like it. Not when inspiration struck. Not when enough people harassed him with all-caps emails asking why the HELL hadn’t there been any progress updates on the KoiRizo tracker lately. He made it an expected part of his routine, like brushing his teeth or eating dinner. He scheduled regular translation sessions between classes or before heading out in the morning.
    He did a little bit. Every. Single. Day.
    There’s a word for that: consistency. That’s what gets things done in the real world, not 48-hour marathons every random.randint(1,6) weekends fueled by Red Bull, Hot Pockets, and intense self-loathing. Consistency keeps you from getting burned out. Consistency lets you make reasonable schedules and estimates, then stick to them. Consistency is like goddamned black magic.
    Over the course of the project, MDZ had consistency in spades. If he can maintain that approach to life, I have a feeling he’ll be successful at whatever he puts his mind to after college.
    When I came on board as an editor, I kept a somewhat similar schedule. I resolved to set aside my commuting time each workday for editing. And so for 40 minutes in the morning and 40 minutes in the evening, Monday through Friday, I’d park my butt in a train seat, break out my laptop, and just edit.
    Weekdays were reserved for my family. If you’re married with kids, you know there is no such thing as free time on weekends. If you’re not married and don’t have kids, please tell me what the outside world is like. I hear they came out with a PlayStation 2? That’s gotta be pretty awesome.
    Anyway, that’s what I ended up doing. Edit every single workday. For six months. Until it was done.
    (Six months? That long to edit a medium-length visual novel? Yeah, that long. KoiRizo weighs in at 36,000+ lines. Over six months, that works out to about 1,400 lines a week, or 210 lines per hour. That’s an edited line every 17 seconds or so, with most of the lines needing substantial polishing/rewriting. I have no idea what pace other VN editors work at, but I felt like this was one I could maintain over the long haul. Call it the distance runner’s lope.)

    Special topics in calamity physics
    So why all this rambling about whales and consistency? Because I just got back from vacation a few days ago and I’ve been surprised at how long it’s taken me to get my head back into the various projects I’ve been working on (or even writing this blog). And then I got to wondering how often something small like that snowballs into a stalled or even failed project. A missed day turns into a skipped week turns into a skipped month turns into a dead translation.
    Which then got me thinking about the coefficient of friction.
    It’s basic physics, which I excelled at (failing repeatedly). In layman’s terms, it’s a ratio (μ) that gives you a sense how much force two surfaces exert on each other and, therefore, how much force you need to exert to get something moving from a dead stop. Wooden block on ice? Low coefficient of friction. Wooden block on shag carpet? High coefficient of friction ... and a senseless crime against tasteful décor. Once you overcome that initial friction, it takes comparatively little force to keep an object in motion.
    I can easily imagine there’s a coefficient of friction between us and our work, some quantifiable level of resistance that needs be overcome before we get our asses in gear and be productive. And unlike the one in Physics 101, which is constant for any two materials, this one is different every single day. It depends on a bunch of different factors: how interested we are in our projects, how appreciated we feel, what other projects we’ve got going on at the same time, how much sleep we’ve gotten, what else is going on in our lives, whether or not the Mets are currently in the World Series, etc.
    Let’s call it the coefficient of slackitude.
    Once we get started on a project and make it part of our everyday routine, we can largely ignore this number. We’ve overcome the initial slackitude and, with moderate effort, can keep things rolling along fairly smoothly. But each time we let things coast to a stop, even for a few days, we’ve got to overcome the slackitude all over again. And since that value is variable, it might be much harder the second time around. In fact, it probably will be.
    Eventually, we’ll fail to do so. And our project will die.
    The takeaway
    So other than the fact that I had no business being anywhere near a physics classroom, what can we take away from my incoherent ramblings? A couple things:
    The easiest way to make sure your project gets finished is to stick to a regular schedule. Eat the whale a little at a time — every day if you can. Minimize the gaps. Avoid having to face off against that nasty coefficient of slackitude more than once. The easiest way to make sure your project gets started at all is to pick a time when that coefficient of slackitude is low — when you’re excited by the prospect, when you’re well-rested, when you have relatively few competing interests. When you can focus. Use that time to build your momentum, so when your interest wanes or real life intrudes — it always does and it always will — the project is so embedded in your routine that you can just ride it out. We need more finished translations in the world. So pull up a chair and eat your whale. Do it for your team. Do it for yourself. Do it for poor Little Busters EX, drugged and ball-gagged in a basement somewhere, forever wondering when it’ll finally get to see the puppies.
  17. Like
    Darbury got a reaction from Mr Poltroon for a blog entry, Save the Visual Novels! Eat the Whales!   
    How do you eat an entire whale? One bite at a time. Preferably with Cholula.
    How do you edit/translate/whatever a visual novel? One line at a time. Preferably with bourbon.
    Whether you’re a fan of the final product or not, one of the things that impresses me most about MDZ’s fan translation of Koisuru Natsu no Last Resort is that it got released, period. As in, if you were so inclined, you could download the installer right now, patch the original Japanese game, and go play the thing on your new-fangled Windows Pee-Cee. No demos, no one-route partial patches. The whole damned VN in English, finished on schedule and out there in the world.
    The project didn’t stall. It didn’t wind up in no-updates-in-six-months-but-we-think-they’re-still-working-on-it hell. It didn’t climb into that white panel van with Little Busters EX, never to be heard from again. The nice man was lying to you, Little Busters EX — there were no cute little puppies in the back. What were you thinking?!
    The KoiRizo team did nothing particularly special to make this happen. We just ate the whale one bite at a time.
    The rhythm method
    By his own account, MDZ worked very methodically on the project, spending an average of 30 minutes every day translating scripts into English. Not when he felt like it. Not when inspiration struck. Not when enough people harassed him with all-caps emails asking why the HELL hadn’t there been any progress updates on the KoiRizo tracker lately. He made it an expected part of his routine, like brushing his teeth or eating dinner. He scheduled regular translation sessions between classes or before heading out in the morning.
    He did a little bit. Every. Single. Day.
    There’s a word for that: consistency. That’s what gets things done in the real world, not 48-hour marathons every random.randint(1,6) weekends fueled by Red Bull, Hot Pockets, and intense self-loathing. Consistency keeps you from getting burned out. Consistency lets you make reasonable schedules and estimates, then stick to them. Consistency is like goddamned black magic.
    Over the course of the project, MDZ had consistency in spades. If he can maintain that approach to life, I have a feeling he’ll be successful at whatever he puts his mind to after college.
    When I came on board as an editor, I kept a somewhat similar schedule. I resolved to set aside my commuting time each workday for editing. And so for 40 minutes in the morning and 40 minutes in the evening, Monday through Friday, I’d park my butt in a train seat, break out my laptop, and just edit.
    Weekdays were reserved for my family. If you’re married with kids, you know there is no such thing as free time on weekends. If you’re not married and don’t have kids, please tell me what the outside world is like. I hear they came out with a PlayStation 2? That’s gotta be pretty awesome.
    Anyway, that’s what I ended up doing. Edit every single workday. For six months. Until it was done.
    (Six months? That long to edit a medium-length visual novel? Yeah, that long. KoiRizo weighs in at 36,000+ lines. Over six months, that works out to about 1,400 lines a week, or 210 lines per hour. That’s an edited line every 17 seconds or so, with most of the lines needing substantial polishing/rewriting. I have no idea what pace other VN editors work at, but I felt like this was one I could maintain over the long haul. Call it the distance runner’s lope.)

    Special topics in calamity physics
    So why all this rambling about whales and consistency? Because I just got back from vacation a few days ago and I’ve been surprised at how long it’s taken me to get my head back into the various projects I’ve been working on (or even writing this blog). And then I got to wondering how often something small like that snowballs into a stalled or even failed project. A missed day turns into a skipped week turns into a skipped month turns into a dead translation.
    Which then got me thinking about the coefficient of friction.
    It’s basic physics, which I excelled at (failing repeatedly). In layman’s terms, it’s a ratio (μ) that gives you a sense how much force two surfaces exert on each other and, therefore, how much force you need to exert to get something moving from a dead stop. Wooden block on ice? Low coefficient of friction. Wooden block on shag carpet? High coefficient of friction ... and a senseless crime against tasteful décor. Once you overcome that initial friction, it takes comparatively little force to keep an object in motion.
    I can easily imagine there’s a coefficient of friction between us and our work, some quantifiable level of resistance that needs be overcome before we get our asses in gear and be productive. And unlike the one in Physics 101, which is constant for any two materials, this one is different every single day. It depends on a bunch of different factors: how interested we are in our projects, how appreciated we feel, what other projects we’ve got going on at the same time, how much sleep we’ve gotten, what else is going on in our lives, whether or not the Mets are currently in the World Series, etc.
    Let’s call it the coefficient of slackitude.
    Once we get started on a project and make it part of our everyday routine, we can largely ignore this number. We’ve overcome the initial slackitude and, with moderate effort, can keep things rolling along fairly smoothly. But each time we let things coast to a stop, even for a few days, we’ve got to overcome the slackitude all over again. And since that value is variable, it might be much harder the second time around. In fact, it probably will be.
    Eventually, we’ll fail to do so. And our project will die.
    The takeaway
    So other than the fact that I had no business being anywhere near a physics classroom, what can we take away from my incoherent ramblings? A couple things:
    The easiest way to make sure your project gets finished is to stick to a regular schedule. Eat the whale a little at a time — every day if you can. Minimize the gaps. Avoid having to face off against that nasty coefficient of slackitude more than once. The easiest way to make sure your project gets started at all is to pick a time when that coefficient of slackitude is low — when you’re excited by the prospect, when you’re well-rested, when you have relatively few competing interests. When you can focus. Use that time to build your momentum, so when your interest wanes or real life intrudes — it always does and it always will — the project is so embedded in your routine that you can just ride it out. We need more finished translations in the world. So pull up a chair and eat your whale. Do it for your team. Do it for yourself. Do it for poor Little Busters EX, drugged and ball-gagged in a basement somewhere, forever wondering when it’ll finally get to see the puppies.
  18. Like
    Darbury got a reaction from Tay for a blog entry, Save the Visual Novels! Eat the Whales!   
    How do you eat an entire whale? One bite at a time. Preferably with Cholula.
    How do you edit/translate/whatever a visual novel? One line at a time. Preferably with bourbon.
    Whether you’re a fan of the final product or not, one of the things that impresses me most about MDZ’s fan translation of Koisuru Natsu no Last Resort is that it got released, period. As in, if you were so inclined, you could download the installer right now, patch the original Japanese game, and go play the thing on your new-fangled Windows Pee-Cee. No demos, no one-route partial patches. The whole damned VN in English, finished on schedule and out there in the world.
    The project didn’t stall. It didn’t wind up in no-updates-in-six-months-but-we-think-they’re-still-working-on-it hell. It didn’t climb into that white panel van with Little Busters EX, never to be heard from again. The nice man was lying to you, Little Busters EX — there were no cute little puppies in the back. What were you thinking?!
    The KoiRizo team did nothing particularly special to make this happen. We just ate the whale one bite at a time.
    The rhythm method
    By his own account, MDZ worked very methodically on the project, spending an average of 30 minutes every day translating scripts into English. Not when he felt like it. Not when inspiration struck. Not when enough people harassed him with all-caps emails asking why the HELL hadn’t there been any progress updates on the KoiRizo tracker lately. He made it an expected part of his routine, like brushing his teeth or eating dinner. He scheduled regular translation sessions between classes or before heading out in the morning.
    He did a little bit. Every. Single. Day.
    There’s a word for that: consistency. That’s what gets things done in the real world, not 48-hour marathons every random.randint(1,6) weekends fueled by Red Bull, Hot Pockets, and intense self-loathing. Consistency keeps you from getting burned out. Consistency lets you make reasonable schedules and estimates, then stick to them. Consistency is like goddamned black magic.
    Over the course of the project, MDZ had consistency in spades. If he can maintain that approach to life, I have a feeling he’ll be successful at whatever he puts his mind to after college.
    When I came on board as an editor, I kept a somewhat similar schedule. I resolved to set aside my commuting time each workday for editing. And so for 40 minutes in the morning and 40 minutes in the evening, Monday through Friday, I’d park my butt in a train seat, break out my laptop, and just edit.
    Weekdays were reserved for my family. If you’re married with kids, you know there is no such thing as free time on weekends. If you’re not married and don’t have kids, please tell me what the outside world is like. I hear they came out with a PlayStation 2? That’s gotta be pretty awesome.
    Anyway, that’s what I ended up doing. Edit every single workday. For six months. Until it was done.
    (Six months? That long to edit a medium-length visual novel? Yeah, that long. KoiRizo weighs in at 36,000+ lines. Over six months, that works out to about 1,400 lines a week, or 210 lines per hour. That’s an edited line every 17 seconds or so, with most of the lines needing substantial polishing/rewriting. I have no idea what pace other VN editors work at, but I felt like this was one I could maintain over the long haul. Call it the distance runner’s lope.)

    Special topics in calamity physics
    So why all this rambling about whales and consistency? Because I just got back from vacation a few days ago and I’ve been surprised at how long it’s taken me to get my head back into the various projects I’ve been working on (or even writing this blog). And then I got to wondering how often something small like that snowballs into a stalled or even failed project. A missed day turns into a skipped week turns into a skipped month turns into a dead translation.
    Which then got me thinking about the coefficient of friction.
    It’s basic physics, which I excelled at (failing repeatedly). In layman’s terms, it’s a ratio (μ) that gives you a sense how much force two surfaces exert on each other and, therefore, how much force you need to exert to get something moving from a dead stop. Wooden block on ice? Low coefficient of friction. Wooden block on shag carpet? High coefficient of friction ... and a senseless crime against tasteful décor. Once you overcome that initial friction, it takes comparatively little force to keep an object in motion.
    I can easily imagine there’s a coefficient of friction between us and our work, some quantifiable level of resistance that needs be overcome before we get our asses in gear and be productive. And unlike the one in Physics 101, which is constant for any two materials, this one is different every single day. It depends on a bunch of different factors: how interested we are in our projects, how appreciated we feel, what other projects we’ve got going on at the same time, how much sleep we’ve gotten, what else is going on in our lives, whether or not the Mets are currently in the World Series, etc.
    Let’s call it the coefficient of slackitude.
    Once we get started on a project and make it part of our everyday routine, we can largely ignore this number. We’ve overcome the initial slackitude and, with moderate effort, can keep things rolling along fairly smoothly. But each time we let things coast to a stop, even for a few days, we’ve got to overcome the slackitude all over again. And since that value is variable, it might be much harder the second time around. In fact, it probably will be.
    Eventually, we’ll fail to do so. And our project will die.
    The takeaway
    So other than the fact that I had no business being anywhere near a physics classroom, what can we take away from my incoherent ramblings? A couple things:
    The easiest way to make sure your project gets finished is to stick to a regular schedule. Eat the whale a little at a time — every day if you can. Minimize the gaps. Avoid having to face off against that nasty coefficient of slackitude more than once. The easiest way to make sure your project gets started at all is to pick a time when that coefficient of slackitude is low — when you’re excited by the prospect, when you’re well-rested, when you have relatively few competing interests. When you can focus. Use that time to build your momentum, so when your interest wanes or real life intrudes — it always does and it always will — the project is so embedded in your routine that you can just ride it out. We need more finished translations in the world. So pull up a chair and eat your whale. Do it for your team. Do it for yourself. Do it for poor Little Busters EX, drugged and ball-gagged in a basement somewhere, forever wondering when it’ll finally get to see the puppies.
  19. Like
    Darbury got a reaction from Gibberish for a blog entry, Save the Visual Novels! Eat the Whales!   
    How do you eat an entire whale? One bite at a time. Preferably with Cholula.
    How do you edit/translate/whatever a visual novel? One line at a time. Preferably with bourbon.
    Whether you’re a fan of the final product or not, one of the things that impresses me most about MDZ’s fan translation of Koisuru Natsu no Last Resort is that it got released, period. As in, if you were so inclined, you could download the installer right now, patch the original Japanese game, and go play the thing on your new-fangled Windows Pee-Cee. No demos, no one-route partial patches. The whole damned VN in English, finished on schedule and out there in the world.
    The project didn’t stall. It didn’t wind up in no-updates-in-six-months-but-we-think-they’re-still-working-on-it hell. It didn’t climb into that white panel van with Little Busters EX, never to be heard from again. The nice man was lying to you, Little Busters EX — there were no cute little puppies in the back. What were you thinking?!
    The KoiRizo team did nothing particularly special to make this happen. We just ate the whale one bite at a time.
    The rhythm method
    By his own account, MDZ worked very methodically on the project, spending an average of 30 minutes every day translating scripts into English. Not when he felt like it. Not when inspiration struck. Not when enough people harassed him with all-caps emails asking why the HELL hadn’t there been any progress updates on the KoiRizo tracker lately. He made it an expected part of his routine, like brushing his teeth or eating dinner. He scheduled regular translation sessions between classes or before heading out in the morning.
    He did a little bit. Every. Single. Day.
    There’s a word for that: consistency. That’s what gets things done in the real world, not 48-hour marathons every random.randint(1,6) weekends fueled by Red Bull, Hot Pockets, and intense self-loathing. Consistency keeps you from getting burned out. Consistency lets you make reasonable schedules and estimates, then stick to them. Consistency is like goddamned black magic.
    Over the course of the project, MDZ had consistency in spades. If he can maintain that approach to life, I have a feeling he’ll be successful at whatever he puts his mind to after college.
    When I came on board as an editor, I kept a somewhat similar schedule. I resolved to set aside my commuting time each workday for editing. And so for 40 minutes in the morning and 40 minutes in the evening, Monday through Friday, I’d park my butt in a train seat, break out my laptop, and just edit.
    Weekdays were reserved for my family. If you’re married with kids, you know there is no such thing as free time on weekends. If you’re not married and don’t have kids, please tell me what the outside world is like. I hear they came out with a PlayStation 2? That’s gotta be pretty awesome.
    Anyway, that’s what I ended up doing. Edit every single workday. For six months. Until it was done.
    (Six months? That long to edit a medium-length visual novel? Yeah, that long. KoiRizo weighs in at 36,000+ lines. Over six months, that works out to about 1,400 lines a week, or 210 lines per hour. That’s an edited line every 17 seconds or so, with most of the lines needing substantial polishing/rewriting. I have no idea what pace other VN editors work at, but I felt like this was one I could maintain over the long haul. Call it the distance runner’s lope.)

    Special topics in calamity physics
    So why all this rambling about whales and consistency? Because I just got back from vacation a few days ago and I’ve been surprised at how long it’s taken me to get my head back into the various projects I’ve been working on (or even writing this blog). And then I got to wondering how often something small like that snowballs into a stalled or even failed project. A missed day turns into a skipped week turns into a skipped month turns into a dead translation.
    Which then got me thinking about the coefficient of friction.
    It’s basic physics, which I excelled at (failing repeatedly). In layman’s terms, it’s a ratio (μ) that gives you a sense how much force two surfaces exert on each other and, therefore, how much force you need to exert to get something moving from a dead stop. Wooden block on ice? Low coefficient of friction. Wooden block on shag carpet? High coefficient of friction ... and a senseless crime against tasteful décor. Once you overcome that initial friction, it takes comparatively little force to keep an object in motion.
    I can easily imagine there’s a coefficient of friction between us and our work, some quantifiable level of resistance that needs be overcome before we get our asses in gear and be productive. And unlike the one in Physics 101, which is constant for any two materials, this one is different every single day. It depends on a bunch of different factors: how interested we are in our projects, how appreciated we feel, what other projects we’ve got going on at the same time, how much sleep we’ve gotten, what else is going on in our lives, whether or not the Mets are currently in the World Series, etc.
    Let’s call it the coefficient of slackitude.
    Once we get started on a project and make it part of our everyday routine, we can largely ignore this number. We’ve overcome the initial slackitude and, with moderate effort, can keep things rolling along fairly smoothly. But each time we let things coast to a stop, even for a few days, we’ve got to overcome the slackitude all over again. And since that value is variable, it might be much harder the second time around. In fact, it probably will be.
    Eventually, we’ll fail to do so. And our project will die.
    The takeaway
    So other than the fact that I had no business being anywhere near a physics classroom, what can we take away from my incoherent ramblings? A couple things:
    The easiest way to make sure your project gets finished is to stick to a regular schedule. Eat the whale a little at a time — every day if you can. Minimize the gaps. Avoid having to face off against that nasty coefficient of slackitude more than once. The easiest way to make sure your project gets started at all is to pick a time when that coefficient of slackitude is low — when you’re excited by the prospect, when you’re well-rested, when you have relatively few competing interests. When you can focus. Use that time to build your momentum, so when your interest wanes or real life intrudes — it always does and it always will — the project is so embedded in your routine that you can just ride it out. We need more finished translations in the world. So pull up a chair and eat your whale. Do it for your team. Do it for yourself. Do it for poor Little Busters EX, drugged and ball-gagged in a basement somewhere, forever wondering when it’ll finally get to see the puppies.
  20. Like
    Darbury got a reaction from Narcosis for a blog entry, Save the Visual Novels! Eat the Whales!   
    How do you eat an entire whale? One bite at a time. Preferably with Cholula.
    How do you edit/translate/whatever a visual novel? One line at a time. Preferably with bourbon.
    Whether you’re a fan of the final product or not, one of the things that impresses me most about MDZ’s fan translation of Koisuru Natsu no Last Resort is that it got released, period. As in, if you were so inclined, you could download the installer right now, patch the original Japanese game, and go play the thing on your new-fangled Windows Pee-Cee. No demos, no one-route partial patches. The whole damned VN in English, finished on schedule and out there in the world.
    The project didn’t stall. It didn’t wind up in no-updates-in-six-months-but-we-think-they’re-still-working-on-it hell. It didn’t climb into that white panel van with Little Busters EX, never to be heard from again. The nice man was lying to you, Little Busters EX — there were no cute little puppies in the back. What were you thinking?!
    The KoiRizo team did nothing particularly special to make this happen. We just ate the whale one bite at a time.
    The rhythm method
    By his own account, MDZ worked very methodically on the project, spending an average of 30 minutes every day translating scripts into English. Not when he felt like it. Not when inspiration struck. Not when enough people harassed him with all-caps emails asking why the HELL hadn’t there been any progress updates on the KoiRizo tracker lately. He made it an expected part of his routine, like brushing his teeth or eating dinner. He scheduled regular translation sessions between classes or before heading out in the morning.
    He did a little bit. Every. Single. Day.
    There’s a word for that: consistency. That’s what gets things done in the real world, not 48-hour marathons every random.randint(1,6) weekends fueled by Red Bull, Hot Pockets, and intense self-loathing. Consistency keeps you from getting burned out. Consistency lets you make reasonable schedules and estimates, then stick to them. Consistency is like goddamned black magic.
    Over the course of the project, MDZ had consistency in spades. If he can maintain that approach to life, I have a feeling he’ll be successful at whatever he puts his mind to after college.
    When I came on board as an editor, I kept a somewhat similar schedule. I resolved to set aside my commuting time each workday for editing. And so for 40 minutes in the morning and 40 minutes in the evening, Monday through Friday, I’d park my butt in a train seat, break out my laptop, and just edit.
    Weekdays were reserved for my family. If you’re married with kids, you know there is no such thing as free time on weekends. If you’re not married and don’t have kids, please tell me what the outside world is like. I hear they came out with a PlayStation 2? That’s gotta be pretty awesome.
    Anyway, that’s what I ended up doing. Edit every single workday. For six months. Until it was done.
    (Six months? That long to edit a medium-length visual novel? Yeah, that long. KoiRizo weighs in at 36,000+ lines. Over six months, that works out to about 1,400 lines a week, or 210 lines per hour. That’s an edited line every 17 seconds or so, with most of the lines needing substantial polishing/rewriting. I have no idea what pace other VN editors work at, but I felt like this was one I could maintain over the long haul. Call it the distance runner’s lope.)

    Special topics in calamity physics
    So why all this rambling about whales and consistency? Because I just got back from vacation a few days ago and I’ve been surprised at how long it’s taken me to get my head back into the various projects I’ve been working on (or even writing this blog). And then I got to wondering how often something small like that snowballs into a stalled or even failed project. A missed day turns into a skipped week turns into a skipped month turns into a dead translation.
    Which then got me thinking about the coefficient of friction.
    It’s basic physics, which I excelled at (failing repeatedly). In layman’s terms, it’s a ratio (μ) that gives you a sense how much force two surfaces exert on each other and, therefore, how much force you need to exert to get something moving from a dead stop. Wooden block on ice? Low coefficient of friction. Wooden block on shag carpet? High coefficient of friction ... and a senseless crime against tasteful décor. Once you overcome that initial friction, it takes comparatively little force to keep an object in motion.
    I can easily imagine there’s a coefficient of friction between us and our work, some quantifiable level of resistance that needs be overcome before we get our asses in gear and be productive. And unlike the one in Physics 101, which is constant for any two materials, this one is different every single day. It depends on a bunch of different factors: how interested we are in our projects, how appreciated we feel, what other projects we’ve got going on at the same time, how much sleep we’ve gotten, what else is going on in our lives, whether or not the Mets are currently in the World Series, etc.
    Let’s call it the coefficient of slackitude.
    Once we get started on a project and make it part of our everyday routine, we can largely ignore this number. We’ve overcome the initial slackitude and, with moderate effort, can keep things rolling along fairly smoothly. But each time we let things coast to a stop, even for a few days, we’ve got to overcome the slackitude all over again. And since that value is variable, it might be much harder the second time around. In fact, it probably will be.
    Eventually, we’ll fail to do so. And our project will die.
    The takeaway
    So other than the fact that I had no business being anywhere near a physics classroom, what can we take away from my incoherent ramblings? A couple things:
    The easiest way to make sure your project gets finished is to stick to a regular schedule. Eat the whale a little at a time — every day if you can. Minimize the gaps. Avoid having to face off against that nasty coefficient of slackitude more than once. The easiest way to make sure your project gets started at all is to pick a time when that coefficient of slackitude is low — when you’re excited by the prospect, when you’re well-rested, when you have relatively few competing interests. When you can focus. Use that time to build your momentum, so when your interest wanes or real life intrudes — it always does and it always will — the project is so embedded in your routine that you can just ride it out. We need more finished translations in the world. So pull up a chair and eat your whale. Do it for your team. Do it for yourself. Do it for poor Little Busters EX, drugged and ball-gagged in a basement somewhere, forever wondering when it’ll finally get to see the puppies.
  21. Like
    Darbury got a reaction from Deep Blue for a blog entry, Save the Visual Novels! Eat the Whales!   
    How do you eat an entire whale? One bite at a time. Preferably with Cholula.
    How do you edit/translate/whatever a visual novel? One line at a time. Preferably with bourbon.
    Whether you’re a fan of the final product or not, one of the things that impresses me most about MDZ’s fan translation of Koisuru Natsu no Last Resort is that it got released, period. As in, if you were so inclined, you could download the installer right now, patch the original Japanese game, and go play the thing on your new-fangled Windows Pee-Cee. No demos, no one-route partial patches. The whole damned VN in English, finished on schedule and out there in the world.
    The project didn’t stall. It didn’t wind up in no-updates-in-six-months-but-we-think-they’re-still-working-on-it hell. It didn’t climb into that white panel van with Little Busters EX, never to be heard from again. The nice man was lying to you, Little Busters EX — there were no cute little puppies in the back. What were you thinking?!
    The KoiRizo team did nothing particularly special to make this happen. We just ate the whale one bite at a time.
    The rhythm method
    By his own account, MDZ worked very methodically on the project, spending an average of 30 minutes every day translating scripts into English. Not when he felt like it. Not when inspiration struck. Not when enough people harassed him with all-caps emails asking why the HELL hadn’t there been any progress updates on the KoiRizo tracker lately. He made it an expected part of his routine, like brushing his teeth or eating dinner. He scheduled regular translation sessions between classes or before heading out in the morning.
    He did a little bit. Every. Single. Day.
    There’s a word for that: consistency. That’s what gets things done in the real world, not 48-hour marathons every random.randint(1,6) weekends fueled by Red Bull, Hot Pockets, and intense self-loathing. Consistency keeps you from getting burned out. Consistency lets you make reasonable schedules and estimates, then stick to them. Consistency is like goddamned black magic.
    Over the course of the project, MDZ had consistency in spades. If he can maintain that approach to life, I have a feeling he’ll be successful at whatever he puts his mind to after college.
    When I came on board as an editor, I kept a somewhat similar schedule. I resolved to set aside my commuting time each workday for editing. And so for 40 minutes in the morning and 40 minutes in the evening, Monday through Friday, I’d park my butt in a train seat, break out my laptop, and just edit.
    Weekdays were reserved for my family. If you’re married with kids, you know there is no such thing as free time on weekends. If you’re not married and don’t have kids, please tell me what the outside world is like. I hear they came out with a PlayStation 2? That’s gotta be pretty awesome.
    Anyway, that’s what I ended up doing. Edit every single workday. For six months. Until it was done.
    (Six months? That long to edit a medium-length visual novel? Yeah, that long. KoiRizo weighs in at 36,000+ lines. Over six months, that works out to about 1,400 lines a week, or 210 lines per hour. That’s an edited line every 17 seconds or so, with most of the lines needing substantial polishing/rewriting. I have no idea what pace other VN editors work at, but I felt like this was one I could maintain over the long haul. Call it the distance runner’s lope.)

    Special topics in calamity physics
    So why all this rambling about whales and consistency? Because I just got back from vacation a few days ago and I’ve been surprised at how long it’s taken me to get my head back into the various projects I’ve been working on (or even writing this blog). And then I got to wondering how often something small like that snowballs into a stalled or even failed project. A missed day turns into a skipped week turns into a skipped month turns into a dead translation.
    Which then got me thinking about the coefficient of friction.
    It’s basic physics, which I excelled at (failing repeatedly). In layman’s terms, it’s a ratio (μ) that gives you a sense how much force two surfaces exert on each other and, therefore, how much force you need to exert to get something moving from a dead stop. Wooden block on ice? Low coefficient of friction. Wooden block on shag carpet? High coefficient of friction ... and a senseless crime against tasteful décor. Once you overcome that initial friction, it takes comparatively little force to keep an object in motion.
    I can easily imagine there’s a coefficient of friction between us and our work, some quantifiable level of resistance that needs be overcome before we get our asses in gear and be productive. And unlike the one in Physics 101, which is constant for any two materials, this one is different every single day. It depends on a bunch of different factors: how interested we are in our projects, how appreciated we feel, what other projects we’ve got going on at the same time, how much sleep we’ve gotten, what else is going on in our lives, whether or not the Mets are currently in the World Series, etc.
    Let’s call it the coefficient of slackitude.
    Once we get started on a project and make it part of our everyday routine, we can largely ignore this number. We’ve overcome the initial slackitude and, with moderate effort, can keep things rolling along fairly smoothly. But each time we let things coast to a stop, even for a few days, we’ve got to overcome the slackitude all over again. And since that value is variable, it might be much harder the second time around. In fact, it probably will be.
    Eventually, we’ll fail to do so. And our project will die.
    The takeaway
    So other than the fact that I had no business being anywhere near a physics classroom, what can we take away from my incoherent ramblings? A couple things:
    The easiest way to make sure your project gets finished is to stick to a regular schedule. Eat the whale a little at a time — every day if you can. Minimize the gaps. Avoid having to face off against that nasty coefficient of slackitude more than once. The easiest way to make sure your project gets started at all is to pick a time when that coefficient of slackitude is low — when you’re excited by the prospect, when you’re well-rested, when you have relatively few competing interests. When you can focus. Use that time to build your momentum, so when your interest wanes or real life intrudes — it always does and it always will — the project is so embedded in your routine that you can just ride it out. We need more finished translations in the world. So pull up a chair and eat your whale. Do it for your team. Do it for yourself. Do it for poor Little Busters EX, drugged and ball-gagged in a basement somewhere, forever wondering when it’ll finally get to see the puppies.
  22. 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.
  23. Like
    Darbury got a reaction from Funnerific for a blog entry, Oh, The Jokes I Have Broke (Part 1 of ∞)   
    As any translator can probably tell you, Japanese jokes are a huge pain to capture in English. There are unfamiliar memes, cultural references, wordplay, riffs on kanji characters — none of which are particularly easy to convey to Western audiences. If you get lucky, a few nips and tucks in editing are all you need to make one of these unwieldy beasts work in English. If you get unlucky, however, you end up having to grab the rib spreader and do some major linguistic surgery.
    Sometimes the patients pull through. Sometimes they die on the operating table. These are their stories.
    Joke 1: Pearls before swine
    In this scene from KoiRizo, Soutarou has just finished giving one of the girls a bit of helpful advice passed down to him by his grandfather. The raw translation is below:
    Soutarou: “... That's the motto that they followed back then, I think. Well you know, according to my grandfather.”
    Riho: “Your grandfather's ball bag?”
    Soutarou: “A-Although I think that he got it from my grandmother...”
    Riho: “Ha ...?!”
    Soutarou: “...”
    Riho: “I just said a really strange thing ―!”
    Get it? Get it? No, of course you don’t. KoiRizo was intended as a literal translation, and read literally, this makes zero sense. At this point in my editing, the only choice I had was to go back to the original script, break out the Japanese > English dictionaries, and see if I could figure out what the hell was going on here.
    As near as I could figure, Riho meant to use the word “chiebukuro” — literally, “sack of wisdom.” She intended to say something about Soutarou’s pop-pop being a pretty smart guy, chock full of good advice. Instead, she uses “tamafukuro” — literally, “ball sack.” You can understand Soutarou’s confusion when Riho starts talking about his grandfather’s wrinkly old nuts. Nice guy that he is, however, Souatrou tries to give her a graceful out, suggesting it was actually his grandmother who provided the advice. Riho realizes her error and is appropriately mortified.
    Great. We’ve puzzled it out ... but at this point, the joke still doesn’t work in translation. “Sack of wisdom” isn’t a common English phrase, so the reader won’t catch the intended meaning behind Riho’s mistake. It just sounds like a plain old non sequitur right now. So our next task is to change her line to something that (1) works as a Freudian slip, (2) comes out of the blue, and (3) is sexually shocking enough to catch Soutarou off guard.
    The version I eventually settled on ran something like this:
    Soutarou: “... That was the common advice back then, I think. Well, you know, according to my grandfather.”
    Riho: “Your grandfather must have really liked giving you pearl necklaces, huh?”
    Soutarou: “A-Actually, it might have been my grandmother who liked giving out pearls of wisdom ...”
    Riho: “Ha ...?!”
    Soutarou: “...”
    Riho: “I can’t believe I just said that ―!”
    Here, we’ve keep the same basic structure, but rather than “sack of wisdom,” Riho tries (and fails) to say “pearls of wisdom,” a much more common English idiom. And now, rather than Grandpa’s gnarly ballsack, we have the even more shocking image of the old guy giving his grandson pearl necklaces on a regular basis. Soutarou still gets to save the day by pivoting to his grandmother, and then the rest of the joke plays out pretty much as originally written.
    Does it work? I hope so, but one could just as easily argue that I broke it. It’s a different gag; there’s no doubting that. But at the end of the day, I’d rather have a joke that works and maintains the original’s spirit than one that’s accurate to a fault.

    Joke 2: Deflowering the girls
    Here’s a joke I know I broke during editing. Smashed it to the ground and danced on the pieces. In my defense, it was looking at me funny.
    In the raw translation of this scene, resort manager Nagisa has just asked the staff to gather in their swimsuits for a big announcement:
    Nagisa: “I have a reason for calling you all here like this today.”
    Nagisa: “I'd like everyone to become the 'detergent' of the facilities.”
    Sango: “Detergent? Us?”
    Nagisa: “Oh, sorry. By detergent, I was referring more to advertising material.... In other words, I need you guys to photograph for an advertisement.”
    Again, another joke that makes no sense when read literally. And the only TL note I had to go on said, “This translation won't work in English.” Agreed. So I hauled out the J>E dictionary again, but had much less luck this time. At best, I came away with a wisp of a shred of a guess. My hunch was that Nagisa was using one very specific meaning of the word “senzai”— the foremost part of a garden, the loveliest flowers intended to set the stage and entice visitors in deeper — and Sango interpreted it as another more common meaning of “senzai” — namely, detergent. Nagisa clarifies her meaning, everyone has a chuckle, and the scene continues.
    I wasn’t sure if I was right — I’m an editor, not a translator — but lacking any better options, I decided to go with it. And I promptly flailed about like a clown being drowned in a bathtub. Right off the bat, I knew there weren’t any good English sound-alikes that would work here. So instead, I wrote about a dozen variations on garden and flower puns, but none of them managed to weave plausible misunderstanding with Nagisa’s actual meaning. Worse yet, they just weren’t funny.
    Next, I tried a few bawdier versions, but quickly abandoned those as well. This scene is going to get more risqué in a minute, but throwing in a sex joke right now would be tipping our hand too soon. (In one draft, I had Nagisa say she wants the girls to be the hook that lures visitors to the island. Sango replies, “What?! You want us to hook for you?” — i.e., she thought her boss wanted to pimp them out as resort hookers.)
    Having hit brick wall after brick wall, I decided to strip the joke down to its essence. What’s the basic structure here? Nagisa says she wants to use the girls to help sell the resort. Sango suffers a comic misunderstanding. Nagisa corrects her. The end. So that’s what I wrote:
    Nagisa: “There’s a reason why I’ve called everyone here like this today.”
    Nagisa: “I've decided to sell you.”
    Sango: “Sell us? Is that even legal?”
    Nagisa: “Oh, sorry. By ‘sell,’ I meant using you to help advertise the resort ... In layman’s terms, I need you guys to model for some publicity photos.”
    We lose the poeticism of the original — that image of the girls as flowers drawing visitors in — but in exchange, we get something that actually works as wordplay in English while still delivering the necessary plot info (Nagisa’s marketing brainstorm). It’s still not a particularly hilarious gag, but then again, neither was the original.
    In both examples, I ended up completely rewriting large chunks of each joke. And while I'm not entirely satisfied — I wish I could have kept more of the original language — I'm okay with the result. Editing is a balancing act. You want to remain as faithful to the original text as possible while maintaining the audience’s immersion in the work. If the reader suddenly comes across a joke that clearly doesn’t parse in English, that immersion is broken. They stop. They scroll back and re-read it a few times, trying to make sense of it. They wonder if they’re missing something, or if the TL team just messed it up. BAM. They’re now completely out of the world of the visual novel. The magic is broken.
    Because magic is only magic until you notice the strings. Or that dead clown in the bathtub.
  24. Like
    Darbury got a reaction from Funnerific for a blog entry, Ojousamas for All! (AKA, The First Reference Rule)   
    Pop quiz, hotshot.
    There’s an untranslated (i.e, romaji) word sitting there in the script you're editing, staring right up at you. It’s been left like that because the TL team figured people ought to know what it means. But will they really? And what are the ramifications if they don’t? You’re running out of time, and patch release day is breathing down your neck. What do you do?
    WHAT DO YOU DO?
    In the case of KoiRizo, I ended up relying on a journalistic standard commonly called “the first reference rule.” Here’s how it works.
    Visual novels for all!
    Let’s say you’re a journalist writing an article about efforts to improve educational standards in underdeveloped nations. At some point, you might find yourself needing to refer to The United Nations Educational, Scientific and Cultural Organization, aka UNESCO. But if just you dropped the acronym “UNESCO” in there, most people wouldn’t know what the bloody hell you were talking about. And if you went with “The United Nations Educational, Scientific and Cultural Organization” every time, your prose would be about as ungainly as me at my prom. So a compromise gets struck: you explain the term on your first reference to it, then use the shorter form thereafter.
    An example first reference:
    “The director-general of The United Nations Educational, Scientific and Cultural Organization (UNESCO), pledged to make visual novels part of the global curriculum by 2025.”
    Or:
    “The director-general of UNESCO, the UN agency focused on international education efforts, pledged to make visual novels part of the global curriculum by 2025.”
    At this point, you’d be free to use “UNESCO” in any future references, since you’ve already explained the term. Everyone wins: the reader understands what you’re talking about, and you only have to use one word instead of eight.

    Ojousamas for all!
    The same holds true for visual novels. Let’s say an untranslated term like “ojousama” shows up in your script. if the reader has consumed a fair number of anime/manga/VNs, they might know this describes a young woman of certain means and refinement. It’s a common VN archetype, after all. But a relative newcomer to these genres would have no way of knowing that. They’d be lost if you just started dropping O-bombs out of the blue.
    So the first thing to do is determine context. Is this a one-off reference? If so, you can probably just fully translate the line and be done with it. (“She takes a limo to school? She must be an ojousama” becomes, “She takes a limo to school? She must come from money.”)
    In the case of KoiRizo, however, the word “ojousama” is used several dozen times. In fact, a character’s ojousama-ness becomes the focal point of an entire route. It would be a fool’s errand to try and excise it, particularly when there’s no one English word to replace it. So we apply the first reference rule.
    The initial mention in the translated KoiRizo script reads:
    “Because she's an ojousama, it'd be a given that she wouldn't worry about matters like money.”
    It hints at the meaning, but doesn't quite go far enough. So applying our rule, we update it to:
    “She's a proper young lady of means — an ojousama — so you'd expect her not to worry about things like money.”
    We’ve now defined the word “ojousama” in context and set the stage for its future use. This will make the rest of the VN flow much more smoothly for both new readers and purists who prefer their tropey terms untranslated. If several hours go by without us using the word again, it’s common courtesy to provide a reminder of its definition, but otherwise we should be good to go.

    All for gruel!
    You can even apply the rule in reverse. Here, two characters are about to spend 50 or so lines talking about a certain home-cooked dish. Original translation below:
    A: “Okay ... What's in the pot?”
    B: “Rice gruel with egg broth.”
    We don’t want to spend the next 50 lines saying “Rice gruel with egg broth.” Nor do we want to just say “gruel,” which sounds like something ladled out in a Depression-era orphanage. In fact, this is a steaming bowl of Japanese comfort food deliciousness. So we apply the rule in reverse, and bring back the untranslated term from the original script:
    A: “Okay ... What's in the pot?”
    B: “Ojiya — rice end egg porridge.”
    Now we can safely use the term “ojiya” for the next 50 lines. This ends up working better on several levels: it makes the dish sound more traditionally Japanese, it strikes the right emotional tone, and it helps us shave extra words from our lines.
    P.S. - If anyone knows where I can get a really good bowl of ojiya in New York City, I’m all ears.
  25. Like
    Darbury got a reaction from Redpanda for a blog entry, Ojousamas for All! (AKA, The First Reference Rule)   
    Pop quiz, hotshot.
    There’s an untranslated (i.e, romaji) word sitting there in the script you're editing, staring right up at you. It’s been left like that because the TL team figured people ought to know what it means. But will they really? And what are the ramifications if they don’t? You’re running out of time, and patch release day is breathing down your neck. What do you do?
    WHAT DO YOU DO?
    In the case of KoiRizo, I ended up relying on a journalistic standard commonly called “the first reference rule.” Here’s how it works.
    Visual novels for all!
    Let’s say you’re a journalist writing an article about efforts to improve educational standards in underdeveloped nations. At some point, you might find yourself needing to refer to The United Nations Educational, Scientific and Cultural Organization, aka UNESCO. But if just you dropped the acronym “UNESCO” in there, most people wouldn’t know what the bloody hell you were talking about. And if you went with “The United Nations Educational, Scientific and Cultural Organization” every time, your prose would be about as ungainly as me at my prom. So a compromise gets struck: you explain the term on your first reference to it, then use the shorter form thereafter.
    An example first reference:
    “The director-general of The United Nations Educational, Scientific and Cultural Organization (UNESCO), pledged to make visual novels part of the global curriculum by 2025.”
    Or:
    “The director-general of UNESCO, the UN agency focused on international education efforts, pledged to make visual novels part of the global curriculum by 2025.”
    At this point, you’d be free to use “UNESCO” in any future references, since you’ve already explained the term. Everyone wins: the reader understands what you’re talking about, and you only have to use one word instead of eight.

    Ojousamas for all!
    The same holds true for visual novels. Let’s say an untranslated term like “ojousama” shows up in your script. if the reader has consumed a fair number of anime/manga/VNs, they might know this describes a young woman of certain means and refinement. It’s a common VN archetype, after all. But a relative newcomer to these genres would have no way of knowing that. They’d be lost if you just started dropping O-bombs out of the blue.
    So the first thing to do is determine context. Is this a one-off reference? If so, you can probably just fully translate the line and be done with it. (“She takes a limo to school? She must be an ojousama” becomes, “She takes a limo to school? She must come from money.”)
    In the case of KoiRizo, however, the word “ojousama” is used several dozen times. In fact, a character’s ojousama-ness becomes the focal point of an entire route. It would be a fool’s errand to try and excise it, particularly when there’s no one English word to replace it. So we apply the first reference rule.
    The initial mention in the translated KoiRizo script reads:
    “Because she's an ojousama, it'd be a given that she wouldn't worry about matters like money.”
    It hints at the meaning, but doesn't quite go far enough. So applying our rule, we update it to:
    “She's a proper young lady of means — an ojousama — so you'd expect her not to worry about things like money.”
    We’ve now defined the word “ojousama” in context and set the stage for its future use. This will make the rest of the VN flow much more smoothly for both new readers and purists who prefer their tropey terms untranslated. If several hours go by without us using the word again, it’s common courtesy to provide a reminder of its definition, but otherwise we should be good to go.

    All for gruel!
    You can even apply the rule in reverse. Here, two characters are about to spend 50 or so lines talking about a certain home-cooked dish. Original translation below:
    A: “Okay ... What's in the pot?”
    B: “Rice gruel with egg broth.”
    We don’t want to spend the next 50 lines saying “Rice gruel with egg broth.” Nor do we want to just say “gruel,” which sounds like something ladled out in a Depression-era orphanage. In fact, this is a steaming bowl of Japanese comfort food deliciousness. So we apply the rule in reverse, and bring back the untranslated term from the original script:
    A: “Okay ... What's in the pot?”
    B: “Ojiya — rice end egg porridge.”
    Now we can safely use the term “ojiya” for the next 50 lines. This ends up working better on several levels: it makes the dish sound more traditionally Japanese, it strikes the right emotional tone, and it helps us shave extra words from our lines.
    P.S. - If anyone knows where I can get a really good bowl of ojiya in New York City, I’m all ears.
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