Back from Tokyo, and Back in the Saddle!

Posted: 7th May 2012 by Diamond Sutra in General, Translation

So… yeah. What happened?

About five weeks ago, I was asked to go work in the Tokyo branch of my company for a few weeks, Next Week.

So, four weeks ago I left for Japan (literally the day after my wife came back from Japan, having spent almost a month there!) for a month. Just got back a few days ago, and luckily the jet lag is just over.

I went to work, and of course I had a little time on the weekends (and a few weeknights) to go places and do things. One of the things I did was visit one of my favorite museums on the planet, the Edo Tokyo Museum in Ryogoku, and take pictures from the eyes of a gamer interested in Japanese history and culture: Here’s the album!

I even got to run and play some games in Japanese.

However, the wrap-up on Tenra got pushed back a full month. Of course, as I was packing to go, I’m of course planning to spend some nights hammering at the last of the fixes to be made. Figure that I’ll get done at work around 6 or 7, head back to my place and grab something quick to eat, and start hammering away at night.

Unfortunately, the reality of the situation was that I really got caught up in a very Japanese work cycle, where I spent more than a few 10-12 hour days in the office. “I’ll definitely be out of here by 6!” …then I found myself arriving at my apartment in Higashi-Ginza with a riceball at 11:30PM. Oh well, it was a great work experience, but unfortunately shivved my hobby business for those weeks. Live and learn.

Good thing is that I got a chance to visit with the Tenra layout designer Luke Crane last weekend, who happened to be in Charlotte for the day. Jason Morningstar (Fiasco, Durance) and Mark Causey (huge supported of TBZ, he’s even writing an alternate campaign setting for release day) joined in the fun.

More updates soon!

Allergies lend their way to more Editing!

Posted: 7th March 2012 by Diamond Sutra in General, Setting, Translation

I just meant to post a quick update over on my Google Plus page, next thing I know I’ve got a page of text that is ripe for reposting on the development blog!

Anyway, I was sick yesterday; took the opportunity to push further in the Last Major Editing Run for Tenra Bansho. Got through 100 pages in about 8 hours, and that includes long video game (SSX Global Rankings!)/light exercise breaks. Less than half of Book One (setting/characters) to complete, should be done this weekend. Milestones!

Book Two (rules) will be interesting: Book One’s editing issues were mostly tied to these things:
* It was the earliest translated text, and in process I changed/localized words or concepts several times over. I had to verify consistency, so it took a little time.
Ex: Shinjuu became Heartgem became Heartstone became Heart engine became Heart-engine became Heart gem; final translation was “heart engine; also sometimes called heart-engine or heart gem” (then finding the balance and using “heart engine” for most of the references to this object, and making sure that ratio was larger than the other references).
– Also things like captalization of things like Oni, Samurai, Ayakashi, Sha: Flipped several times before settling on lowercase, with the first reference to them in each chapter italicized.
* Merging/finalization of grammar styles: Namely the use of logical quotation. That means that I do quotations “this way”. And not “this way.” There were some mixed mode references.
* Mainly the issue was of poetic, flowery text. In Japan, you achieve flowery text feel through the following methods, which are commonly accepted in all literature:
– Run-on sentences (no problem with them in Japanese, just keep adding commas and you’re golden)
– Passive voice (in fact, passive voice “The armour were purchased by Lord XYZ”, is one of the primary accepted styles of Japanese written language; your text will come off uncouth if you don’t utilize lots of passive voice, as opposed to English which pretty much demands you stay away from it as much as possible when writing)
– Sentences with no subject (“Impossible to know for sure.” is a complete sentence in Japanese grammar)
– Sentences with no predicate (“A blowing wind.” is just as complete a sentence in Japanese grammar as “It was a dark and stormy night.”)
– Changing the mode of the text midway (few instances of this in the text, but they are there; basically suddenly changing from an explanatory text to a “story text” for 1-2 paragraphs, then switching back without changing font, style etc)

In favoring a non-whitewashed localization style (preserving the feel of the original grammar, making sure that it wasn’t totally dissolved in a Western Grammatical Mushy Paste while avoiding Engrish; I have an earlier post on “whitewashing” Japanese text), lots of colons, semicolons and em-dashes are used to deal with most of the issues above. Here and there I kept the original text as close as possible to make it ring of True Japanese Otherness (like a few predicate-less sentences; a few run-on sentences; leaving some of the mixed-mode text without cutting it up with font or style; leaving passive voice here and there throughout the text instead of removing it all).

It’s funny, this last editing pass is another chance to read the book cover to cover, something I really haven’t done before (it was always looking at it in its component parts, parts finally ordered and strung together into chapters, and chapters ordered into a book). It’s fairly awesome, honestly. It really brings forth the setting through explanatory text (cut up into the character sections mostly; the characters are where the “setting” of Tenra truly lives) and not relying on things like “gaming fiction”.

In any case, as mentioned above, the rulebook — Book Two — should be a very different exercise. The rules even in Japanese are written far less poetically and more matter-of-fact/directly. Add in that by the time of the rules most of the localization had been set already, plus the fact that I had written it while at the same time editing it with a fine-tooth-comb simultaneously, and it makes for what should be a quick and easy run-through, save for the sheer number of pages.

And yet, I can’t help but to feel that it’s going to be no cake walk, that direct/matter-of-fact text will present its own problems and issues (keeping things simple, saying things succinctly) that will require just as much time as the setting.

Anyway, that’s what I did yesterday. Also, watched more Adventure Time!

Holy Crap, When it Rains it Pours!

Posted: 11th February 2012 by Diamond Sutra in General, Translation

Major milestone hit tonight. Luke Crane is an indomitable weapon of layout and design. More on the specifics later.

For now, I’m about to embark on the final, nightmarish editing run.

As this proceeds and I come up for little gasps of air between editing and work, I’m finding some time here and there to put together what I’ve called “The Director’s Cut Book”, basically a little preorder gift item, a collection of notes and stuff about the experience of translating Tenra. Like, just a few things I’ve written:

* First personal play experiences with Tenra
* How this whole translation started, anyway
* Hidden ninja tips for play/running
* Various little cultural notes on words that appear throughout the book
* Whinings about how hard some bits were to translate
* A little story about Satoru Hosono, my friend who got me into J-RPGs and ultimately Tenra
* My first experiences playing Japanese RPGs
* Little notes about  learning Japanese
* Favorite places, things to do in Japan
* Stuff that helped me translate the game
* Why RPG publishers who don’t pay their freelancers are assholes, and how I roll
* A few stories about living, working in Japan

…stuff like that.

So, was just wondering: Anyone have any questions, stuff you want to know, that sort of thing as relates to Tenra Bansho Zero, the translation process, translating in general, the Japanese language in general, Japan in general, anything like that? Hey, if I have time, I’ll throw it on in! Maybe even draw a little manga about it or something. Hit me up in the Comments section!

It’s Coming Together!

Posted: 10th February 2012 by Diamond Sutra in General, Translation

This last week inspired a whirlwind of mad productivity in both myself and Luke. You can see us dropping love-frustration (lovestration?) tweets about stuff popping into our heads over on twitter:

Me (Andy) – @diamondsutra

Luke @Burning_Luke

Currently slamming my way through the Director’s Cut book, will shortly move on to the final round of edits! This Director’s Cut book is gonna be weird. It’s like an unedited SAN-loss inspiring bizarre-o journal of my journey through this project. It’s been a while since I’ve written this much unfiltered crap. Hopefully it’ll prove of some limited interest to folks out there!

2012 State of Things!

Posted: 5th February 2012 by Diamond Sutra in FEAR (the Japanese company), General, Translation

Hey all, sorry about the wait! The usual mix of sickness, then work/day-job busy-ness, family stuff, vacation stuff, yadda yadda yadda.

Before going further with the character and setting updates, I wanted to drop a level-set for Tenra for 2012, give you an idea of where it’s at, etc.

I was going to post a series of articles, but instead I decided to just video-blog it into one giant 30-minute mess!

It’s visually BLARG (30+ minutes!), if you really want the news just run the video in the background and just listen in!

http://www.youtube.com/watch?v=-QjMQH3pTZk

Tenra Bansho TL;DW Video Blog!

Update Coming Soon!

Posted: 30th December 2011 by Diamond Sutra in Uncategorized

Hey all, hope you’re all having a great holiday season. I’m prepping for O-shogatsu right as I type this! We’re in San Francisco this week, where my lovely wife has procured some amazake culture (to make sweet wine, a traditional New Year’s shrine-visiting drink) in Japantown, and I’m trying to avoid spending ALL OF THE MONIES in Kinokuniya or over at the wonderful gaming store Endgame out in Oakland (and sort-of succeeding. Sort-of).

I’ll be back home in a day or so. My next update will have some more details on the progress of the book, ideas for preorder/kickstarter giveaways, and perhaps even a magical floating youtube video of my head relaying the above!

Until then, Yoi-otoshi-o!

The Armour Rider: Born for War

Posted: 14th November 2011 by Diamond Sutra in Characters, Setting

Yoroi, or armours, are the terrors of the battlefield. Ranging from around 3-4 meters tall, just having one semi-functioning armour can instantly change the tide of a battle against an armourless opponent. An armour is not only a weapon, it’s a symbol of status like an ancient well-regarded katana or a priceless tea cup. Their riders earn prestige for their families as they crush their enemies on the battlefield.

It’s a pity, though, the cost that they extract from their riders.

Most armour riders are children, most commonly the gifted daughters of the lords and regents who have been gifted with an armour for their house or personal militia. Only children can fit inside the body of an armour, and only children have the requisite ability to pilot armour: Innocence. Armours only respond to people untainted by the gritty real world, they can only be operated by people who have not attained a lot of karma. In most cases, this means sequestered, innocent children who are bred to pilot killing machines. The longer they think of their actions as a game, and don’t come to grasp the full extent of the horrors they unleash every time they climb into the cockpit, the longer the armours will respond to them.

As soon as a child achieves a certain amount of maturity, as soon as they start to understand how the world works, the armour shuts down and will no longer respond to that person’s commands, ever.

Armours are machines, crafted by the Priesthood and given to those who obey them. They are piloted by children in a semi-conscious dream state. The rider projects her spirit through the use of an interface helm into the armour’s soul mirror. No levers are pulled, pedals pushed, or movements made: Most armours simply cradle their riders in their bodies like a womb, and in this calm state the armour strides through the battlefield.

It’s just a matter of time: After a few years, the armour will stop responding. What happens to the rider then? Some return to the family’s court, get married and move to a very everyday existence in the service of their clan. Many riders can’t come to grips with life outside the armour: They have respect, but there is no chance to gain any more. Their lives were geared towards nothing more than being a sword for the clan, and once that sword can no longer be drawn, the rider loses her way. Many end up leaving their clans and traveling the land to experience life to its fullest. Others learn to hate those killing machines, and dedicate their lives to destroying them.

Recently, with the split of the Shinto Priesthood into Northern and Southern courts, the Northern Court has been giving away the technology to make lesser quality armours, called “kimen armours” (machine-armours, as opposed to the original “meikyo armours”). These armours are not as powerful as their original counterparts – they can not accumulate karma and power up over time. But they can be mass-produced in a factory-style environment, making them very versatile. Kimen armours are more mechanical, more clunky than sleek, and their riders do have levers and pedals to operate in order to pilot the armour (in conjunction with a classic interface helm connected to a mass-produced kimen soul mirror.

Since kimen armours do not respond positively or negatively to karma, the riders have no fear of being rejected by their armours. For this reason, recently many classic armour riders choose to pilot the lower-grade kimen armours: They already have the skills and experience to pilot, so as long as their kingdom has access to Northern Court kimen armours, they can continue on working for their clan or domain army.

While kimen armours are slower and more mechanical than their more artistically-designed classic meikyo armour counterparts, they are still formidable weapons. If one is on the field of an otherwise armour-less battle, the side with the kimen armour on it will likely win. Extremely skilled riders can pilot them to be formidable one-on-one opponents against meikyo armours.

Armour in the Game: Why armour, in Queen’s English? Don’t misunderstand, there is the concept of the classic laquerware-strip samurai armor worn by elite soldiers. However, on this changing battlefield it does so very little to protect against all the advanced weaponry that is constantly deployed in the war zones of Tenra. That’s why the word armour – the classic/”Queen’s English” spelling with a “u” – was adopted.

As for the book, there’s very little confusion: The word “armor” simply doesn’t appear more than once or twice in the entirety of the book. Armour, or yoroi armour, is the default topic of discussion. Rules-wise, armours are ferocious battle machines that have some of the most powerful abilities, contrasted with the fact that the rider is so vulnerable when not using the armour. Human armor (“armor without a ‘u’ “), though, doesn’t do anything at all: It won’t stop a bullet fired from a machlock sniper rifle, it won’t reduce the damage of the thrust of a 3-meter-long armour longsword. The closest there is to protection in Tenra is either recrafting your body through mechanica (trading away flesh for hard steel plating) or having the station and resources to be able to crawl into the safety of an armour cockpit.

Update this week!

Posted: 7th November 2011 by Diamond Sutra in Uncategorized

Hey all, been kind of busy at work, but I’ll be dropping another character-themed post this week: The armour rider!

While the book is in the hands of the layout artist, I find my hands a little idle. So I’ve been putting my mind to supplemental material for future free downloads and the like. Recently, I got a bug planted in my head for a preorder/kickstarter exclusive, and have been working on it in my idle time (which has been part of the reason for this month’s late post, apologies): The core book itself will have a glossary that explains the concepts and major terms of the game. However, I’m going even deeper, basically a “Director’s Cut Glossary”, which goes deep down into each term associated with the game. The deeper meaning behind the kanji pictographs used in the various words, the deeper level cultural explanation for various elements that appear in passing in the book, stuff like that. Anyway, I figured I’d do something with my idle hands while I waited. (^.^)

More this week!

So in the last post, I talk a bit about the layout and design challenges present in books and game media.

I’m going to dig a little deeper into some of the things that cause professional translators* problems when they first encounter them. For some of you just getting into the language, they might be mind-blowing. For those of you who are at the ikkyu or “I read actual short stories/magazine articles” level, this stuff is old hat.

* Am I a professional translator? Well, I’ve translated — a lot — for money, so I guess so! Although it’s not my day job, else I’d be a lot faster at it than I am now!

The reason this is important is “Voice and Flow”: This is supremely important when making a text easily accessible to a new audience. The text has to flow and not “stutter” (with things like constant obvious grammatical mistakes, constant switching of perspective from 3rd to 1st person, etc); and it should have a voice, or a consistent method in which it speaks to the reader.

So interestingly enough, after two solid runthroughs of the text by guys with solid editing (in terms of grammar for both, and one had a lot of skill with ensuring consistency across the text, asking questions that a reader might ask, and doing some copy-editing) skills, I tossed the text to a friend of mine who had a lot of experience with editing, including for various tabletop role-playing games. He was going to help with a third round of editing, but slammed on the breaks.

BUDDY: Andy, um… About the text. It needs a lot of editing.
ANDY (ME): Huh. I thought the text was pretty solid, save for the grammatical pieces we missed. What in particular?
BUDDY: Well… basically… um… This text needs to be totally rewritten from scratch.
ANDY: … … … … … … …wut?
BUDDY: From scratch. All of it. Needs to be totally redone in order to be Perfect.

QUE ANDY HAVING A STROKE.

So after we hashed it out for a bit, my shock and horror turned to “Ooooooooh, so THAT’s what you’re talking about. Yeah, never mind that.”

Basically, my friend was coming from a place of Total, Exacting Perfection (for English grammar) for the text. He said that the content was okay, that the organization was fine, that there certainly wasn’t too little and if anything there may be Too Much text and explanation. But what he was concerned about was the grammar. Specifically, the fact that there were some sections (most of them throughout the World/Setting/Characters material — where the “voice” of the original authors in Japanese is strongest – rather than the Rules sections) that didn’t flow perfectly. A few sentences that seemed stilted. A few sentences that were almost run-on sentences. More than a few places where Passive Voice (“The kingdom was conquered by the Oni” rather than “The Oni conquered the kingdom, etc”) is used.

This feedback was great! But I quickly realized something interesting about the text.

The text *feels* Japanese! It’s not a stuttering mess of classical Japanese grammatical problems with English ala Engrish and the like (if you’re interested in what that looks like in an RPG, check out “Take Back of Freedom!” a Game Chef experiment from a few years ago). But as I went through the text in the original and subsequent translations, I actually did something subconsciously that I later — when it was pointed out by my friend — made a deliberately conscious effort to continue: I preserved the Voice of the original text as much as humanly possible in the English translation.

Instead of tearing it down to its raw meaning and reconstructing it back in always-perfect English writing form, I instead made the decision to keep a few of those “telling grammatical choices”: A few run-ons, a few predicate-less sentences, some healthy Passive Voice, etc. And in the end, the author of the original Japanese text was throughout the writing really giving you the feeling of the sheer largeness of the setting, the sheer awesomeness and limitlessness of the characters and world. I did everything possible to keep that tone while at the same time preserving English grammatical rules so as not to kill the Flow (which would have made the text “Cool” but at the same time “Frustrating to Read”).

In other words, I didn’t want to “Whitewash” the text: To remove everything uniquely Japanese about the writing in order to make it fit our classical English literary-form buckets. To keep the essential meaning of the text yet totally sift out the tone because it got in the way. I’ve read some translations of various novels in English that lost the tone to appeal to an English-speaking audience (probably due to a conservative and aggressive editor), and honestly to me the effect ranges from “rubbing me the wrong way” to screaming “this is BULLSHIT!” and throwing the book across the room. Just like the art and setting and rules, the actual writing itself is a unique and distinctively Asian/Japanese piece of work, and I wanted to make sure that showed!

I think I did a good job of this! For if nothing else, when I explained this clearly to my friend, the light instantly went on in his head (he’s a huge fan of anime/manga, but just wasn’t “in that zone” when his English editor cap was on on his first readthrough), and he totally Got It. He too agreed that whitewashing the text would really deter from the goal of publishing the game. We agreed that while it might give English majors some fits in places (although of course I did my best to ensure that it was as grammatically sound as possible, and flowed as smoothly as possible given the voice/tone of the text), the only reply to those criticisms — sans the few actual grammatical errors that make their way to print — is, “That’s the tone of the Japanese authors. Deal with it!

Okay, I’ve got a general post about “cool differences between English and Japanese grammar” in the works, I’ll save it for later; this post is long enough!

Tenra The Book – Japanese to English Challenges

Posted: 20th September 2011 by Diamond Sutra in General, Translation

Ah, so a lot of folks have been hitting me up regarding finding out the latest info on this project. I’ll of course be posting updates to this blog first with the major news. I’ll also be posting updates to:

The Facebook Tenra Group: http://www.facebook.com/pages/Tenra-Bansho-Zero-Role-Playing-Game/163564190372137

Sometimes I post gaming stuff on Twitter: https://twitter.com/#!/diamondsutra

Or talk about Tenra, or gaming in general via Google Plus: https://plus.google.com/106430054160848801055/posts

Anyway, this is part one of a two-part blog. Later I’ll be talking about grammar differences between written Japanese and English. In this post, I’m going to talk a little about the the latest hurdle with the English version of Tenra Bansho Zero!

So, as I alluded to before, the English version of TBZ is going to be split across two books: There will be a full color setting-themed book with the color manga plates and all the setting information. The other half of the book – the rules (and rules manga) – will be collected in a second companion book, same size but black and white.

The layout of the first book has been demi-complete for a bit, and Luke (the DTP maestro) is currently going through book two, the rules book.

I say demi-complete for the following reason: All 237+ pages of it (the full-color half of Tenra Bansho, the “first book”) are laid out in full color (minus the index, which will come once the book set is complete). However, due to the differences in English and Japanese, a little rework is required on the first 20 pages (specifically pages 10-30, which are the full color plates which introduce the characters of Tenra). Why? Well, each section has blocks of Japanese texts: It’s mostly text that appears later in the character sections but summarized to create a powerful introduction to each character. I translated them into Japanese as-is, and they came out excellently… from a language perspective.

From a layout perspective, though… Well, see for yourself! Here’s two comparisons of the original Japanese and then English pages (from the Armour and Annelidist sections).

Armour (click to zoom)

Annelidist

So yeah, even without seeing the minutiae of the actual text, you can tell at a glance the complications involved with translation to fit an pre-defined layout.

The main problem is with the fact that one single character in Japanese can turn into a word, or a few words, in English. There are also no words like “A/An” or “The”, which cuts out a lot of space in Japanese. However, sometimes the reverse is true: An idiom or expression in English may take physically more space to write out in Japanese, but those situations are rare.

That’s often why you’ll play a console RPG (especially on handhelds like the DS) from Japan, and some of the text seems… unnatural. Forced. Strange. It’s often not because the translator “did it poorly”, most of these guys are really good at what they do! Instead, it’s because they had to fit a paragraph of text (the translation which perfectly conveys the feel and meaning of the message) into two text-lines (because the original dialogue box in Japanese was two lines wide). Same thing with Anime where dubs are made: The dub needs to “fit the opening and closing of the mouths”, so often complicated discussions are reduced to a few fast-and-forceful nuance-free English words.

Heck, I’ve even bore witness to Twitter tweets where within 140 characters in Japanese a person wrote an entire short story, complete with a three-person dialogue, in the space of “one tweet”!

For visual books like Tenra, the common solution is to make the text/font smaller, which can be hard on the eyes and throw off the feel of the layout.

In our situation, the solution will end up being a rewrite of the text: Reducing the flowery descriptions to a little more direct/straightforward English grammar (while trying to preserve the feel of the writing). I’ll also have to cut a little of the text out, but in the end it’s okay: I’ll preserve the solid introduction to the character, and at the same time leaving the majority of the detailed explanation in their regular places (each character type has their own dedicated chapter).

Meh, it’ll take a day or two to rewrite these sections like the above to perfection, maybe by the end of the weekend depending on how busy my day job is.

But I figured in the meantime, I’d share with the fans the interesting language differences that can lead to product variance between English and Japanese!