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dfbreezy

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    dfbreezy reacted to Aizen-Sama for a blog entry, Dear Translation Requesters   
    Disclaimer: At the end of this post I get pretty salty, so be aware of that. This post endorses MY and MY OPINION ONLY. The numbers about the costs of a translation team were researched before putting them here.
    Hello guys. Aizen-Sama here with another spicy rant. Although I haven’t been around the forums as long as other users who have spent their time here several years (I have spent around 7 months more or less at the present time being) I have seen that there’s a huge problem that I’ve mostly seen here, in Fuwanovel, more than any other site that congregates VN fans. In fact, I think that this doesn’t happen anywhere but here, but again, what do I know? I don’t really visit Reddit nor 4chan that much, let alone interact there.

    Anyways, what I want to address is a problem that has been going on since the beginning stages of this site, and that problem is the Translation Requests, or what I like to call “e-beggars” (yes, I know this term has been invented already).

    First and foremost, the majority of people that make these Translation Request posts are usually new users and I’m fully aware of that. But this has been blowing up lately. I know that 4 posts in the last month and a half doesn’t sound like that much, but the proposals are getting so ridiculous that it’s hard to believe sometimes if the guys asking these things are for real or if they’re straight out trolling.

    Let’s take this post as a quick example. You’re scrolling through the forums and see this post, and then the thought comes to mind “Another typical Request Post. Sigh. Let’s see what this guy’s asking for…” and then you see this:

    These posts show nothing more than ignorance and arrogance, as well as no interest towards these groups they are begging to translate something for them. Do these people even understand what it takes to translate a medium length VN? A medium length, around the 35-40k line mark in my opinion, could easily take a year. And the guy in this post begged for 5 medium and long length VN’s to be translated, one of them being >50 hours long.

    But don’t be mistaken, the worst part about that post wasn’t the amount of VN’s he was begging for nor their length. It was the last statement: “Thanks in advance”. Although it sounds stupid, that’s what triggered me the most. A shitty “thanks in advance” is not something that motivates people to do these things. People have to put themselves in a translators’ shoes sometimes. Not only him, but also the people who aren’t translating, but the ones who edit the text, proofread it, the image editors, the quality checkers, etc… Do they think that the task can be easily done if the guy in question knows Japanese? Not even close.

    The secret of a translation project.

    I know this is hard to believe for the e-beggars, but the translation of a game requires an enormous amount of time, and one year to finish the TRANSLATION, not editing, of a medium length VN is a very decent deadline. And I’m talking about a medium length game, not a long one. Majo Koi has around 47k lines. Supposing it had one sole translator and the translator in question did 100 lines a day, the game would be finished in around 470 days approximately, this taking into account he diligently does 100 lines a day, no skipping, no nothing. Let’s convert that into hours spent in total, since that tends to shock people more; 470 days doing 100 lines a day, if the translator is an experienced one, meaning that he has done this before or is a professional in the field, he could get rid of that task in about an hour. But an amateur translator, basically the bulk of the community in itself when it comes to fan translations, could take around 1,5 or 2 hours to do the exact same number of lines. That could mean than in total, just translating could take from 470 hours for the experienced translator, which means around 20 full days translating something, to 705-940 hours for the amateur translator, which is around 30-40 days translating nonstop. And this would be just translation, I’m purposely taking out the other processes such as editing and QC’ing. Do you e-beggars understand the amount of work is being put in these projects? This is why Translation Request posts should be completely banned off this site and instantly deleted. Then again, where would I put my insulting memes towards the op’s to gain likes for no reason?

    Let’s throw in another question now that we’re shifting towards that matter: Is fan-translating Visual Novels even worth it in the first place?

    Before I answer (although it’s probably known what I’m going to say, given my tone) let me address this: I by no means think that fan-translation is bad, in fact, it has been the reason why we’re getting official localizations now and I think that no amount of praise of thanks can equate the amount of work the translators of these projects did in order for this genre to be known better in the Western community.

    But, as sad as it sounds, fan translating at this moment is not worth it. Why? I’ll put in some of the reasons:

    -          Although some members of the vocal community throw in the occasional thanks once the patch is out that’s all the team who translated the game gets. Nothing more, nothing less. Some people might say that recognition counts as some sort of reward as well, but personally I don’t think that’s the case.
    -          No reviews of the translated VN’s are usually made (this is what in my opinion spreads the awareness of these games), only discussion threads are made, which is pretty sad in my opinion.
    -          I’m going to quote something that Clephas said in one of my posts, that sums up this next point:  “Another thing is that most people in the community will never even try to experience fantl from the other side of things... they don't realize how much time it eats up, that emptiness you feel when you realize you've used dozens of hours of your personal time only to put out a patch that people bash left and right for 'errors' and other shit.”
    -          The work put in to translate the game itself is not worth, meaning that the compensation that the translator/team worked for it is not even close enough to what they should be getting.
    Lastly, I want to address the problem that comes with donations, awareness of localization costs/translation costs, and ignorance.

    I’ll cut to the chase; for the people that think that with donations alone you can “pay” a translator to do some kind of game, you’re WRONG. Let’s put an example of what could a medium VN translation cost: let’s suppose that the team consists of three persons, to translate a 1.5 million jp character VN (equating to a 45k line count approximately). The translator gets 1 cent per Japanese character, the editor gets 1 cent per English word and the QC gets a quarter of a cent for each English word. In total, the final price equates to 33k dollars JUST FOR THE TEAM TO TRANSLATE A SINGLE VN. And these prices are apparently pretty shitty for a translator, so yeah, there you go. Besides, why donating a random group of guys, who could easily run away with the money and machine translate the game, or not even translate the game at all, when you can just support the official localizers? Contrary to what some people think they are actually releasing more games than ever and the 18+ industry in the scene has never seen so many official releases ever.

    Summing up this 3 page-long essay of frustration:

    1.       Please for the love of god don’t e-beg or Request for translations. Just no, it triggers people off and it only shows how ignorant you are about what happens behind the scenes.
    2.       Fan Translating in this actual moment is NOT WORTH, only people who are very commited and have a strong resolution will be able to start one, and very few out of those will actually finish the project.
    3.       Donations are NOT a solution to encourage Fan Translation, it ruins the very concept of it and it’s also ILLEGAL. Don’t support an already illegal activity by paying it.
    4.       Before posting retarded shit on the forums please look for other posts similar to what you might want to post. Maybe looking at the responses could enlighten you and help the other users not waste their time by reading the same shit over and over again.
    5.       Before criticizing Translations and patches for “errors” and “typos” and being a little whining bitch how about you try to show interest on how much effort people put on the translation of these games behind the scenes? (This goes solely to the people that haven't experienced working on a fan translation and whine non-stop about "how bad the translation of this is" and blah blah blah.)
    Anyways, I think that’s all the rage out. For those of you who haven’t dozed off already have a nice day and all of that stuff.

    And if you smash that like button you will get your very own… DIES IRAE MACHINE TRANSLATED PATCH. Yes! This is not a scam at all, your own personal Dies Irae Machine Translated patch. If you leave a like you can choose between a Google, Bing, or a Skype translated patch. I’ve invested so many hours on them, it was totally worth though ( ͡° ͜ʖ ͡°).

  2. Like
    dfbreezy got a reaction from Chronopolis for a blog entry, Recruitment challenges   
    Hey guys, It's dfbreezy here, your greenhorn Vn writer who's gonna use this blog to educate and enlighten readers as to the deeper workings and challenges in VN creation. The topic i'm going to choose for today would be Vn project recruitment.
    VN recruitment sounds easy at first because, hey, all you have to do is post an ad and wait for the interested parties to flow, right? Unfortunately that particular thinking process was quashed in a very short while. If you have ready and available money to pay, recruitment is never a problem. In such a situation it all boils down to what you want and how much you're willing to pay. But for a newbie, unemployed university student (like myself), such feats of maturity are far beyond our grasp. 
    Recruiting for a free project is actually easier than recruiting for a paid project with delayed payment. That's because when recruiting for a free project, members are aware that there is no monetary gain whatsoever. For a commercial project, team members expect some form of compensation for their work (not always monetary), so in the case of money, they expect upfront payment. They may have their own complex pricing methods or they may utilize a general flat fee, but all in all, you have to pay something.
    Being a penniless soul planning to gather funding from Kickstarter, i tried to recruit a team of people on the notion of delayed payment. This, was the most trying time in the production process for me. This particular duty was made much harder due to the fact that all this is transpiring over the internet. Without seeing my face and knowing my name, i attempted to gather people to help produce my idea on the promise of future money that may or may not come depending on various factors. Laughable isn't it?
    But it didn't fail completely. With not a single penny exiting my pocket, i managed to gather writers, A programmer and composers. Satisfied with my recruitment, i turned to what i thought to be the easiest avenue. Artists. To sum it up, it took a whole month and 15 rejections for me to finally fill up those positions.
    Hardly anyone wanted to take the risk of trusting a newbie with no money with their time and experience. There's no way you can blame them for that... after all it doesn't align with reason to take such a risk. 
    Nevertheless i gathered a suitable team and work begun on the project. Episicava had hit off and was going smoothly. I had quite a bit of a breather and a sudden increase in my leisure time, so i decided to work on a small scale project while Episicava's assets were being worked on.
    The recruitment process for RD wasn't as difficult as that of Episicava since, i fully utilized my wealth of information and tactful wording to gather a second team. It took me about 2 weeks to gather a full team for RD as opposed to the one month+ time it took for Episicava. Experience really is the best teacher.
    There are probably a few others in the same position as i am, wanting to work on an idea they have, but not being sure of it's advisable to move forward and recruit. To all those in such a situation, the truth of the matter would be to not recruit yet and to rather gather some funds, say at least $1000- $2000 if you're planning to use low quality assets. Another is to do the impossible and convince someone to work for free on a commercial project. If there's someone who can perform such a feat, i tip my hat off to you.
    To round up my short essay, recruitment, whether free or commercial, whether EVN or another language, would possess and create it's own challenges that only the lead dev can solve with his own power and actions. That is... if you don't have a dime to your name.
  3. Like
    dfbreezy got a reaction from XReaper for a blog entry, Recruitment challenges   
    Hey guys, It's dfbreezy here, your greenhorn Vn writer who's gonna use this blog to educate and enlighten readers as to the deeper workings and challenges in VN creation. The topic i'm going to choose for today would be Vn project recruitment.
    VN recruitment sounds easy at first because, hey, all you have to do is post an ad and wait for the interested parties to flow, right? Unfortunately that particular thinking process was quashed in a very short while. If you have ready and available money to pay, recruitment is never a problem. In such a situation it all boils down to what you want and how much you're willing to pay. But for a newbie, unemployed university student (like myself), such feats of maturity are far beyond our grasp. 
    Recruiting for a free project is actually easier than recruiting for a paid project with delayed payment. That's because when recruiting for a free project, members are aware that there is no monetary gain whatsoever. For a commercial project, team members expect some form of compensation for their work (not always monetary), so in the case of money, they expect upfront payment. They may have their own complex pricing methods or they may utilize a general flat fee, but all in all, you have to pay something.
    Being a penniless soul planning to gather funding from Kickstarter, i tried to recruit a team of people on the notion of delayed payment. This, was the most trying time in the production process for me. This particular duty was made much harder due to the fact that all this is transpiring over the internet. Without seeing my face and knowing my name, i attempted to gather people to help produce my idea on the promise of future money that may or may not come depending on various factors. Laughable isn't it?
    But it didn't fail completely. With not a single penny exiting my pocket, i managed to gather writers, A programmer and composers. Satisfied with my recruitment, i turned to what i thought to be the easiest avenue. Artists. To sum it up, it took a whole month and 15 rejections for me to finally fill up those positions.
    Hardly anyone wanted to take the risk of trusting a newbie with no money with their time and experience. There's no way you can blame them for that... after all it doesn't align with reason to take such a risk. 
    Nevertheless i gathered a suitable team and work begun on the project. Episicava had hit off and was going smoothly. I had quite a bit of a breather and a sudden increase in my leisure time, so i decided to work on a small scale project while Episicava's assets were being worked on.
    The recruitment process for RD wasn't as difficult as that of Episicava since, i fully utilized my wealth of information and tactful wording to gather a second team. It took me about 2 weeks to gather a full team for RD as opposed to the one month+ time it took for Episicava. Experience really is the best teacher.
    There are probably a few others in the same position as i am, wanting to work on an idea they have, but not being sure of it's advisable to move forward and recruit. To all those in such a situation, the truth of the matter would be to not recruit yet and to rather gather some funds, say at least $1000- $2000 if you're planning to use low quality assets. Another is to do the impossible and convince someone to work for free on a commercial project. If there's someone who can perform such a feat, i tip my hat off to you.
    To round up my short essay, recruitment, whether free or commercial, whether EVN or another language, would possess and create it's own challenges that only the lead dev can solve with his own power and actions. That is... if you don't have a dime to your name.
  4. Like
    dfbreezy reacted to sanahtlig for a blog entry, In-Depth Review: Seinarukana + Info Hub   
    Seinarukana is an ambitious visual novel / SRPG hybrid that should appeal to fans of anime-style JRPGs like Ar tonelico and Agarest War.
    In-Depth Review: Seinarukana + Info Hub
    Review highlights:
    Pros:
    Classic JRPG storyline mixing comedy and high fantasy Streamlined battle system with decent depth and no grind Good value even at full price New game + adds replayability  Choose the heroine Nozomu ends up with All major characters except protagonist fully-voiced in Japanese, some good BGMs
    Cons:
    The game is less impressive in 2016 than it was in 2007 Like many JRPGs, the characters and writing lack maturity Stereotypical harem protagonist The gameplay doesn't have the depth, especially in customization, of some mainstream JRPGs Route branches aren't sufficiently different to justify a second playthrough Combat becomes monotonous after a while, especially on subsequent playthroughs
  5. Like
    dfbreezy reacted to Fred the Barber for a blog entry, What Is Editing? (baby don't hurt me)   
    My blog posts so far have mostly been about how to edit. That holds true for most every other VN editing blog I've ever seen as well. But I'm a really big believer in approaching any significant task from a "Why, What, How" perspective. So now, let's try to answer those first two questions.
    Even "What Is Editing" would be starting in too far (it made for a better title, so sue me). Let's start with this: why do translation projects, or even original fiction projects like novels, have editors?
     
    The goal of editing is to help the author achieve their goals.
    An author brings a whole lot of goals to the table: a story, characters with personalities and motivations, a setting, overarching motifs, style, ... probably a lot of other stuff I forgot. Anyway, you get the idea; there's a lot there which they're just trying to get out on paper (or bits, or whatever) and then into your brain.
    An editor doesn't bring any of that stuff. An editor instead strives to understand all of these things the author wants to communicate, finds the points where they can be better achieved, and refines the text to better achieve the author's goals. Although there's obviously some overlap, there are quite different skill sets involved in the raw writing and the editing, and thus the two roles are often fulfilled by two people.
    How about for a translated VN, rather than for, say, writing a novel? The story is roughly the same, actually. Although the translator has essentially the same goals as the editor in this case, the skill sets required are quite different, and thus differentiating the two roles is not uncommon and frequently beneficial to the project, for the same reasons as it is with original writing and editing.
    I'll also add that an original writer is usually considered "too close" to the original text to make a good editor. Even a writer who is also a great editor will benefit from having someone else edit their manuscript. I haven't heard the same thing said of translators, though, so that might not be relevant to this special case. But the skill set differentiation point still stands in the case of translation.
    Assuming you're satisfied with that explanation for Why, let's move on to What.
    Professional manuscript editing typically distinguishes four kinds of editing: developmental editing, line editing, copy editing, and proofreading. Those are ordered based on both the scope of changes they make, and also the chronological order in which you should do them: developmental editing is very macroscopic and happens first, while proofreading is very microscopic and happens last. Let's drill into each:
     
    Developmental Editing
    Developmental editing is, first, the act of identifying all of those authorial goals I mentioned, and second the act of cutting, rearranging, and adding large chunks (think: add this whole new scene, cut that whole character) in order to advance the author's goals.
    Obviously, that second half isn't applicable to VN translation. You're not going to cut whole scenes or change how characters behave. Those decisions have already long since been made by the original writers, hopefully with the help of an editor of their own ;).
    But the first half is essential, and is quite a bit harder in VN translation, since you generally can't actually talk to the writer. Read it all, understand the authorial goals, and build a strong, consistent interpretation of the plot, the characters, the motifs, the setting, the tone, everything you can think of. If you don't form an interpretation while translating/editing, you're liable to thwart the author's goals as part of your translation, and as a result accidentally obscure or entirely lose key points of the original intent. Of course, you'll occasionally make mistakes in your interpretation, resulting in mistakes in translation. But if you don't even form an interpretation, the result will actually be worse: you'll still make mistakes in the translation, and the resulting translation will certainly be internally inconsistent, but you won't notice those internal inconsistencies because you have no guiding interpretation. If you form a consistent interpretation and let it guide your translation, when the text goes against your interpretation, the resulting inconsistency means you'll notice it, correct your interpretation, and then go back and modify your translation to fit the corrected interpretation.
     
    Line Editing
    Line editing is about assessing and fixing the flow of a scene and the flow of a line. It's about logic, language, word choice, rhythm, the mechanics of a sentence, and the sound of human speech. It is not concerned with grammatical errors, punctuation, and spelling, but more with higher-level ideas like tone, emotion, and atmosphere. A line editor worries whether a sentence ought to be punchy or loquacious, not whether it has all the commas in all the right places.
    "Logic" probably seemed a bit out of place there, so let me give an example for that one in particular, since it's essential. For example, unless you're editing the VN equivalent of a Beckett play (and if you are, please point me to that VN, because I'm interested), one dialog line should generally be a logical response to the previous one. A canny line editor will ensure the logical flow from event to event, line to line, and even scene to scene, ensuring consistency of the narration.
    This is also where all that authorial intent mentioned above comes into play: an editor in this capacity should also be ensuring consistency of a line with those overarching goals. A good line editor will help ensure that characterization is consistent, for instance, or that a motif is not buried inappropriately. An editor, in their avatar as the keeper of consistency, is crucial to achieving those authorial goals.
    The prose side of line editing is also key simply because stilted speech, unnatural utterances, redundant repetition, awkward alliteration, and their ilk all kick you out of the immersion. Your brain wants to keep reading something when it flows well. And nothing hits softer than shitty prose.
    Line editing is the meat of VN editing. It's what most existing VN editing blogs are about, not coincidentally. If you're an editor for a VN, line editing is what you should be thinking about constantly.
    In addition to recommending other VN editing blogs, notably Darbury's blog (mostly about line editing, though all the punctuation ones are more about copy editing) and Moogy's now-ancient blog post (basically all about line editing), I'll also suggest you go read up on line editing in a general setting. A quick search for "what is line editing" will lead you to mountains of useful links. As a random example, this is one such useful link, and it's hilarious, well-written, and edifying: http://www.thereviewreview.net/publishing-tips/short-course-line-editing. There is a veritable sea of such articles on the internet. Read them.
     
    Copy Editing
    Copy editing is about the nuts and bolts of grammar, punctuation, and spelling. It's not the same as proofreading, but it's getting close. The copy editor typically should select and enforce an appropriate style manual (AP, Chicago, MLA, take your pick). The copy editor is the person who gets mad when you write "I baked 7 blackbirds into that pie." instead of "I baked seven blackbirds into that pie.", and who calmly, patiently replaces all your misused hyphens in the middle of sentences with em-dashes.
    You're unlikely to have a dedicated copy editor on a VN project; if you've got the "editor" role, you're probably it. I think this is along the lines of what most people think of already when they hear "editing" anyway, but really the line editing is the most important to the enjoyment of the text. Still, the picky people among us can get awfully uppity if you start putting in stuff like ellipses with four dots and inconsistent use of the Oxford comma (sidebar for the attentive: I'm for it, as you've already noticed). Copy editing is a particularly thankless job, since it's not like you can do an exceptional job of copy editing and really salvage a bad manuscript, but poor copy editing can certainly hurt an otherwise-good manuscript. So it's worth investing the time in doing it carefully.
    One important recommendation for copy editing: take notes and build up a style document and glossary for your VN as you go. Are honorifics being used? What about name order? If you're going to romanize some words, is your romanization consistent? Do you 1) always write "senpai", 2) always write "sempai", or 3) mix and match? I don't care if it's 1 or 2, but it better not be 3. Write conventions like this in a shared document and make sure everybody knows about the conventions and the document.
     
    Proofreading
    Proofreading is the final stage of this pipeline. The role includes checking for grammatical errors, spelling errors, punctuation errors, typos, and perhaps some more exotic things like incorrect English dialect. It's straightforward and mechanical. Like copy editing, it is essentially thankless. It is, nonetheless, important. While you're making big sweeping edits doing all the stuff above, you're going to create tons of errors at this level. They need to be fixed. Make sure you have someone (preferably not the "editor", because they're too close to the text) do a proofreading sweep. You can lump it into QC if you like, but make sure that whoever is assigned to do this is looking at it carefully. Check. Every. Single. Word. There are errors in there, I guarantee you, and they're embarrassing. Getting the number of errors down to near-zero before you release your translation is going to make both you and your audience happier.
     
     
    In Summary
    There's not one editor; there are four. In an ideal world, with original fiction, you'd actually have someone separate filling each role. For a translation you don't need a developmental editor, leaving you needing three editors. In the non-ideal world you live in, you've probably got at least two of those roles to yourself. Push for someone else to handle proofreading, at least (call it "QC" if you have to), and make sure said person has the necessary ability and attention to detail. If you're the "editor", then you're almost certainly doing both line editing and copy editing. When that happens, make sure you keep a balance amongst all the things you need to do: for instance, spend 10% of your effort trying to understand what the author is trying to achieve, 88% of your effort on line editing (it's the meat, after all), and 2% on copy editing the little details like punctuation, romanization, etc.
     
    And If You Can Only Remember One Thing
    Focus on line editing.
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