Hades Developer Responds to Translation Criticism, Says He Paid Professionals and Community Members

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Hades Developer Responds to Translation Criticism, Says He Paid Professionals and Community Members

Supergiant Games, the studio behind Hades, responded to complaints about non-English translations of its games and questions about its use of unpaid community members as translators, stating that it actually uses "professional translation services" in the development of its games and that it uses players' He stated that they use "select members of the community" to modify translations based on feedback.

Complaints about the game's translations appeared on Twitter on January 12, with one player posting a screen of poorly translated text and writing, "Please stop ruining the game with machine translations and unprofessional translations." Other fans, some of whom are translators themselves, posted similar complaints: for example, this tweet pointed out the lack of clarity of messages about saving, and at least one player, despite being a Spanish speaker, played the game in English because of the quality of the translation The French and Chinese translations were also condemned. The French and Chinese translations were also criticized, but interestingly, the German version actually received compliments, showing the unevenness of the work.

In response to the first complaint, the super giant wrote in a deleted tweet, "Thank you for your feedback. Our community translators supported the efforts of the professional translators we worked with. This reflects how our community reinforced all our efforts during the Early Access period to create 'Yomigaeri'"

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For some fans, the Super Giant's follow-up tweets further confused the issue. Some fans pointed out that using community translations was simply a way to avoid paying for the work. [However, Greg Casavin, Super Giant's creative director, explained in an email that the studio did in fact use a paid translation service for "Yomigaeri," and that community members who participated in the project were paid as well.

"'Yomigaeri' is the first game we have developed in Early Access. During development, we hired a professional translation service that we have worked with since 'Transistor' to translate the content we generated and continue to generate into a number of languages," he wrote

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"When we first added localized content to the Early Access build in 2019, members of our international community began providing a lot of good feedback on those translations. We ended up working more closely with some of them to help process the feedback and improve the translations, and offered to credit and reward those who made meaningful contributions to this effort. Our goal was to improve the quality of the translation results and to be open to feedback from the players.

Kasavin declined to reveal the details of the agreement, but stated that if community collaborators reached a defined contribution threshold based on the number of words translated or added, and were "willing to work with our team and a peer group of translators," payment was offered based on the amount of work completed ."

He stated that "we were paid for the work completed.

"Our community of translators provided labor that directly contributed to the content and quality of the game (in addition, their efforts helped turn around the feedback we were getting about the translations in many languages).

The studio worked with "dozens" of community translators across a variety of languages during the early access period of "Yomigaeri" while "still adding and iterating content." The difficulty of translating a game with an active community and being in the middle of creating and iterating on so much content for that game was something we had never experienced before."

The studio's translators were also able to work with the "dozens of community translators" across various languages. "

"We worked closely with the community translators to improve the process, incorporating their feedback whenever possible. v1.0 gathered even more feedback after launch, and we are very proud of the results. Listening to feedback from the community was fundamentally important to the development of 'Yomigaeri.'"

Kasabin later apologized for his initial response to complaints about the translation of "Yomigaeri. He said, "I love our community, but I shouldn't have gotten defensive. We have learned a lot from "Hadeshimagaeri. We sincerely appreciate the feedback and are reading through it all. Please know that we are actively working to improve the translation of 'Hades' and to improve the process going forward."

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