Moogy’s Guide to Editing (v1)

By Moogy | December 6, 2009

Or rather, guide to localization, I suppose.

Figured I’d write this up in hopes of increasing the quality of various fan translations for otaku stuff. Maybe it’ll have some effect.

This is mainly written from the perspective of one editing a visual novel, but most of the tenets within should be able to be applied to fansubs relatively easily.

Also, if you’re a translator, you might find some of the principles outlined within rather useful as well.

Labeled version 1 because I’ll make a version 2 with extensive examples later. I just wanted to get the main tenets out the door for now.

Before You Begin

All right, so you’ve decided that you’re enough of a badass to turn literally translated Japanese into a semblance of the English language.

Good for you.

But, before you get started on that, you should ask yourself a few questions first.

Simple enough, right?

Oh, and there’s one more thing you should be aware of: You are dealing with someone else’s writing, not your own. It is of absolute importance that you endeavor not only to express the author’s concepts in English, but to express the author’s concepts in English in the manner that he or she would have done so were he or she to have written his or her work in English in the first place.

Quite a sentence there. And yes, I’m well aware that this is perhaps an unrealistic goal for many, especially since editors are removed from the original text by… well, worlds, really. Nevertheless, if you have a competent translator and a basic comprehension of the Japanese language, you should be able to work something out. Keep in mind that this is the ideal, not necessarily the reality, as well.

So, anyway, you’ve signed up to edit something and the translator has handed you the first script file. What do you do?

The Outset

You can probably ignore this section if you’re coming at this guide from a fansubbing perspective.

The beginning of any localization requires perhaps more effort than any other. There are quite a few things that you will need to do in order to ensure a smooth process for the rest of the project:

But Moogy, you say, I didn’t come here to listen to your absurd pontifications! I want concrete advice I can apply to specific situations!

Well, your complaint is certainly valid. Everything up to this point is, to some degree, hogwash; the ranch dressing one spreads upon the caesar salad to make it more palatable, shall we say. Why don’t we cast such pretensions aside and proceed to the leafy nourishment they are so capably obscuring?

The Nitty-Gritty

Prior to scarfing down some lettuce, though, please allow me to be blunt. Very blunt.

Simply put, there’s not much I can do for you if you’re incapable of constructing a coherent English sentence. I’m not here to teach you English, I’m here to teach you strategies for dealing with the process of localization.

As such, I will be outlining tenets I adhere to when dealing with my own projects. I find them very helpful in accomplishing my goals, and it is my sincere hope that you will find some merit in applying them to your own work.

Without further ado:

Well, I can’t think of anything else to say at the moment.

I may quietly edit this post to update it, or I may post a million different versions of it, clogging your RSS feeds. It all remains to be seen!

For now, though, I shall bid you adieu. Please ruminate upon my brilliance.

Specific Examples

Coming soon. And by soon, I mean no sooner than 2010.

Topics: Other, Ramble, Visual Novels | 10 Comments »

10 Responses to “Moogy’s Guide to Editing (v1)”

KittyFields Says:
December 6th, 2009 at 10:27 pm

Thanks, Moogy. I found that to be a rather informative post. I’ll be waiting for the specific examples soon.

Also, an added tip: When you’re getting rid of those Japanese-isms during your localization process, be careful. One specific example comes to mind: I was once watching an episode of Chi’s New Address on Crunchyroll, and a character picked up a stuffed doll (which was obviously not the least bit old) and said “Ah, natsukashii…” and some idiot decided to translate it as “This sure is old.” Point being, don’t lose sight of the context in which the character is saying something. Also, I would highly recommend at least skimming through whatever game/show/manga you happen to be working on, because in my experience knowing the context/situation in which a Japanese sentence is said is usually really helpful.

Now if only everyone would localize stuff with your tips in mind. I must admit, just from working on the Fatal Frame 4 Translation project (done in a Wiki style with many contributors), if I ever hear something like “That time” (あのとき) or “That woman” (あのおんあ) again, I will strangle… someone. The worst offenders in that game were “Ano onna ga kuru” and “Ano kao ga wakaranai.” …Ugh. People did NOT do a good job of translating these. So, for the sake of the sanity of all us otaku out there, I say: Localizers, please take these points into consideration (I’m looking at you, Manga Gamer).

relentlessflame Says:
December 7th, 2009 at 2:08 am

This is excellent advice that simply can’t be stressed enough to anyone who attempts the role of an editor. In particular, the “Rewrite Rule” is an essential principle; anyone who thinks their job is to look for typos and correct things here and there is *not an editor*. Forcing yourself to re-write every line may take considerable time, but it’s a very practical way to avoid complacency and to remind yourself that the way the meaning is conveyed is entirely in your hands.

I would say that editing in this context is the tireless obsession with perfecting the delivery of meaning through natural-sounding narrative and dialog. Of course this perfectionism is countered by the “cost”, so everything will end up being a compromise to some degree. But I really think that if you haven’t struggled or agonized to some degree over every single line, you probably haven’t given it a close enough look. (But this is why I haven’t dared tackle a visual novel project; the amount of work involved is absolutely daunting.)

One thing that I find helps me a great deal is to read the dialog aloud, or at least read it “aloud in my head”. Acting it out like a play really helps to improve the flow and determine if lines are, in fact, natural to an English speaker. And yes, being a native English speaker (or having an extremely high level of fluency) is critical.

I also want to say that not translating English loanwords written in katakana is an excellent observation on your part. Even though the meaning of the loanword is probably not very related to the real use of the word in English, it’s rather grating to the audience when they hear a word they recognize but don’t see it used in the translation. This is actually the same reason that I prefer not to localize honorifics, especially when there’s audio involved. To the extent possible, the script should be a seamless vehicle to convey the original meaning to the English reader, so anything that “sticks out” probably needs to be ironed out.

Anyway, excellent advice all around, and I sincerely hope that all who approach this task will take it under serious consideration.

Alex Burgos Says:
December 7th, 2009 at 9:34 pm

Ha, I don’t think the editor of Sharin should be giving advice after that shitstorm.

Suikama Says:
December 7th, 2009 at 10:18 pm

Do you get paid for doing this?

Because you should :V

AQZT Says:
December 8th, 2009 at 12:13 am

@Alex Burgos
What shitstorm? I thought Sharin’s tl quality was fine.

Humane Says:
December 8th, 2009 at 12:27 am

I agree with Alex. I read it both in Japanese and English and noticed a lot of the most memorable quotes were basically taken out. It could have been a lot better than it turned out.

AQZT Says:
December 8th, 2009 at 2:14 am

@Humane
I really wouldn’t blame the editor for that. I would think that it was mostly the translator’s fault. Though I still think that the quality was fine.

Amoirsp Says:
December 10th, 2009 at 1:59 am

The pointers seem reasonable. One thing I would want to inquire is that visual novels clearly can vary by difficulty of language use. Could you provide on your examples on certain games that use different levels of lines that require different perspectives in editing? Although I do feel like the scaling doesn’t differ too greatly, although you want to keep the same accurate approach, the way you tackle one game will still differ than another one, particularly if the genre or plot type is structured differently.

Well, due to many repetitions of context and the fact that characters have day to day things, it’s not surprising certain phrases almost automatically turn into a literal translation.

I remembered battling sentence ordering and discussing how to convey it reasonably. Even for sentences not that difficult that are easy to convey can be cumbersome.

Oh, you mentioned the sentence flow should maintain what the author was presenting. As you’re fully aware, some games definitely have more than one writer. In this regard, even the perspective of the protagonist changes. So even though the characters are the same base, clearly running a different route would present even possibly different personalities.

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