In the world of video captioning, website
and software translation, the concept of literal translation is definitely
obsolete.
Since its origins, quality translation has
been focusing more on juggling words and cracking grammar in both the source
and target languages to make the resulting text comprehensible, coherent and
easy to read. An ideally translated text must be fluid, and the reader should
not even notice that it is not in fact the originally written text. In order to
achieve this, a translator must oftentimes sacrifice literalness in favor of
legibility.
Nowadays, technology has introduced a
further complication into the matter: character limitation. Especially when it
comes to video subtitles and website translation, this issue can become a big
problem when we are translating from certain languages. “English and Chinese
text is typically very compact, and text translated from these languages will
typically be longer in the translation than the original – sometimes to an
alarming degree,” explains this article on W3C Internationalization. The
article goes on to show how a simple translation from English to Italian, for
instance, can reach a size 300% bigger than the original text.
This, of course, gets even more complicated
when we throw more requisites into the mix, like localization. iWL linguist
Josh Gonzalez has experience in this matter. Among the projects he has in his
portfolio there is one that had to deal with a video game translation.
Definitely a fun project for Gonzalez, who proclaims that gaming is one of his
“personal passions”. But also quite the experience: the translation included
tight character limitations and localization requisites that applied to all
Spanish-speaking Latin-American countries.
“It required extra neutrality, since it was directed at many countries.
The biggest challenge was, however, the character limitation,” explains
Gonzalez. “Due to programming barriers, I couldn’t focus as much on
localization as I did on adjusting to the maximum amount of words I could fit
on screen.”
Josh Gonzalez compares this challenge to
that of video captioning, in the sense that in this service, a translator must
also be able to fit a certain number of characters on a screen. But in this
case, that limitation can be sorted out by simply dividing the text into
several parts, always trying to make it as easy to read as possible.
The fact that neutrality was a very
important factor for this particular translation made the job all the more
complicated for Josh Gonzalez: “I had to be careful with rephrasing the text,
since a word that sounds natural to me could not be understood in other Latin-American
countries. The screen space was so
limited that I had to use abbreviations every now and then. While definitely
not an ideal option, the client understood that there was simply no other
option”.
But Josh Gonzalez was up to the task.
Thanks to his friends from all over South America, who helped him come up with
a final version that could be easily understood throughout the region despite
language differences, he managed to overcome the difficulties. “I’m happy that
I had the chance to live through that experience. Nowadays it helps me when I
have to do a subtitling project and I have to make sure that everything fits
perfectly on a screen”.
There is definitely no ultimate formula to
deal with character limitation in software translation, but there are some key
factors that we can extract from the case of Josh Gonzalez: careful
deliberation, in-depth research and communication with the client are
essential. Only through such a process can we come up with a high-quality
translation that will feel natural to the readers (and gamers!).
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