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Semper

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Everything posted by Semper

  1. it's because you need a versatile vocabulary and very good knowledge of german to translate names while keeping their meaning and the phonetic in balance. and a lot of germans do think that english is superior to their language. that's why they want their names sounding cool instead of a medieval touch which would fit the setting. nobody is. you can't translate literally without damaging the language you are translating to - that's the balance and what makes a good localization.
  2. 18mio is just a sales number of around 600k... which should be easily doable considering steam, gog and 3 different "plattforms" (win, osx and linux). of course valve and cd projekt take their piece for distributing. dunno if all the naysayers are really that short-sighted but it's a substantial fact that if there's no support for native languages the sales numbers will be much lower eventually. and again, it's not about the amount of pledges but the long run of the game... wenn für dich weißlauf ausreicht, um eine übersetzung schrecklich zu finden, dann mangelt es dir ganz einfach an deutschem wortverständnis. überhaupt den kontext einer mittelalterlichen kulisse, in dem project eternity angesiedelt ist, mit den eigennamen neuzeitlicher comics zu vergleichen, zeugt von extremer engstirnigkeit. wenn, dann komm' wenigstens mit argumenten und nicht mit iwelchem scheiß, der bloß deinen vorlieben entsprungen ist.
  3. it's not about being able to but feeling comfortable buying a classic, text heavy crpg. now imagine 100k lost sales, each in germany, france, spain, poland, italy and russia. at an average rate of around 30$ that makes 18mio wasted. does it sound like a clever move?
  4. the prime reason for localization ain't to rise pledges* but to cater for a larger audience after release. the game will do horrible in the long run if they just support english... is that really so very difficult to figure out?! * that's why the translations are only one thing amongst others within a huge update, containing also a whole region, faction, quests, items and npcs.
  5. i'd rather want obsidian to be successful with their ip than 5 additional quests... besides the fact that the stretch goal includes a whole new region, faction, quests, lore and items. localization is just a little part of it.
  6. feargus stated in the faq that paypal will be available as of october 3rd. guess this will be announced with one of the big updates later.
  7. what a bull****... you know what's the cancer of translations? inconsistent and bad translations! imagine that the npc from the concept art is named Edair Whiterun and in the german version he's called Edair Weißlauf, which would be a proper translation. now they simply have to stay with this name, given that the npc will appear within the sequels, and NOBODY would be offended or even notice this. btw it's completely optional! if you don't like the translation, simply switch to english -.- a song of ice and fire is an example of a horribly ****ed up translation because they changed everything midway through. now the names of people and places are totally different then previously. as opposed to this the lord of the rings, the witcher and the reinmar von bielau trilogy are stellar translations. everything is in context and the phonetic language is spot-on. regarding this the old interplay/bis products never sounded weird. the localizations are there to make the game more accessible and this correlates with the financial success of project eternity. if you could discard your selfishness for just a second you would notice it.
  8. +1, and please let us equip unidentified items! i am thinking of cursed items an the surprise they cause
  9. and still modding. gratz!
  10. early on they stated that your pc ain't forced to bring companions along. they simply have to balance this one man party because somewhere in the game there will be unavoidable fights, like map encounters. now imagine your gimpy herbalist against a pack of starved wolfes. they won't let you talk your way out and that's a nice game over screen you're looking at. they don't have the time and budget to program a system with all eventualities implemented, so they have to come up with a compromise. else the whiners will flood the forums afterwards complaining about the broken system and that non-combat skills are useless. therefore you can train your herbalist in combat too and everybody is happy. now do what you're always pointing out, roleplay.
  11. yeah, huge in budget. please persuade your friends to pledge at least another 3-4mio$ to implement this feature. since years the nwn crowd is odd. they hail only nwn and doom everything else, calling it not worthy of anything. right now the support for project eternity is very low at best. if mp then just coop. a dm client and all the stuff around is a money- and time sink which is too costly for the first game, but could be a feature for a sequel.
  12. good god, my eyes are bleeding...
  13. deutschland schland, oh schland.
  14. @rostere... god, you're so restricted in your thoughts that it really hurts.
  15. you have no clue how business works, do you? they're digitally sending review samples all around the world so (online) game mags can score what they've done, not talking about buzz marketing. if there are no proper translations this will eventually result in worse sales numbers. we are talking about a text heavy game with tons of stuff to read and the majority of people, whose mother tongue ain't english, simply won't buy such a product because they would feel uncomfortable. you can't deny this... and it would be suicide to ignore those markets. while gog.com only offers just a few games with native language support, steam offers even translated clients and easy to use language switching. btw the only thing you do is ranting about localization without using arguments. why this hatred? if it's a stretched goal this won't burn budget which could have used somewhere else. if they don't reach the goal, fine - if they do, even better.
  16. i am more concerned about all those weird sex and romance threads all around.
  17. while this works for modding tools you can't patch localizations later in. i mean technically that's possible but you'll lose a lot of potential buyers. they read a review and there it's mentioned that this awesome, text heavy game is only available in english - and basically that's it. the majority will now spend there money somewhere else and never come back. as much as i love modding tools, those can be financed later if the sales numbers justify it. but that's a double-edged sword: mod tools as a stretched goal attracts probably more interest than localizations, while the latter is more vital for turning in profit later on. imo i would combine those two things as one stretched goal at the 2.6 or 2.8 mark.their regular funding stops at 2.4 and 400k should be enough to make the tools available and to do proper translations.
  18. aaargh.... the bottom line is that perhaps localization WON'T increase pledges but definitely help to sell the game later on! we help obsidian to establish an ip which hopefully generates them millions upon millions so that they can do an even bigger and better sequel. imo this ain't gonna happen if there are no proper localizations. in this regard fan translations leave a sour taste. @ressources taken away from sp: as a stretched goal this won't happen.
  19. persistent worlds (multiplayer only) are very few compared to the single player mods and stuff published for nwn/nwn2. though those modules can also be played in coop, but that's more of a byproduct. if you think about the elder scrolls, skyrim, fallout, witcher, etc and their modding communities you will notice that there's no correlation.
  20. why should they come here and complain about a game they have no interest right now because there's no stretch goal advertising these features? and as i said before they want this game to become a huge success, which will be difficult if there're none other languages supported. they don't have to record the lines, just translate the text. nobody is able to foresee the impact on the pledging rates but this will eventually help to advertise it later on.
  21. it doesn't matter how you feel about that but like drm, mac and linux support there're lots of people out the not willing to support a fan funded game without localization. a toolset also helps to increase pledges because it sends the signal that there will be mods in the future which increase replayability and the possibility to change the game to your liking. you should also not underestimate the fact that all these features help obsidian to sell their game after release. in the end they want to score a hit with this crpg and establish their ip.
  22. wut?! pushing "z" highlighted all the interactive stuff.
  23. sounds dorky to disable a button... just don't push it.
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