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Nice idea, Tut, but how do you want to deal with "der, die, das" and the other articles in German? Or the different singular/plural forms? The idea behind placeholders is that you write something only once and then it is used a billion times... if you have to check every billion variation, the placeholder doesn't make sense.


They COULD give the Germans the English verision like everybody else... <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" /> Who knows, you'd might even learn something (I know I did <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />).

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I like the Oblivion system of dialogue. It makes for more immersion than just reading it. And the persuasion minigame is fun.


The question is not, Can they reason? nor, Can they talk? but, Can they suffer?
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Save the articles together with the word you are using placeholders for. <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" />


"Take this %1 to the %2 and get a %3 as reward."

%1 = book, box, treasure
%2 = trader, guard, warrior
%3 = sword, axe, hammer

Now in German:

"Bringe dieses Buch/diese Kiste/diesen Schatz zum Händler/zur Händlerin/zum Wachmann/zur Wachfrau/zum Krieger/zur Kriegerin und du erhälst ein Schwert/eine Axt/einen Hammer als Belohnung."

Sure, you could store "dieses Buch" instead of "Buch". But what if you don't need "dieses Buch" but "jenes Buch" or "das Buch" or just "Buch"?

Believe me, it IS very difficult to deal with such things. And yeah, a few friends of mine who studied computer science keep telling me that the best idea would be to find an automated way of translating a game... with a tool or something. But if you think of how much the German players complain about poor translations, do you think they will be happy about a more or less automated localisation?


Nigel Powers: "There are only two things I can't stand in this world. People who are intolerant of other people's cultures... and the Dutch!"
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Okay, then I have an idea!

Don't use "Take this %1 to the %2 and get a %3 as reward." for every quest in the game. Think about more original quests where each one has its own nice and descriptive text without placeholders. <img src="/ubbthreads/images/graemlins/tongue.gif" alt="" />

Just use a tool to group texts that belong to the same quest. When you translate one text it shows you all related texts. <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" />

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Don't use "Take this %1 to the %2 and get a %3 as reward." for every quest in the game. Think about more original quests where each one has its own nice and descriptive text without placeholders. <img src="/ubbthreads/images/graemlins/tongue.gif" alt="" />

Exactly! That's what I prefer. <img src="/ubbthreads/images/graemlins/up.gif" alt="" />


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Just use a tool to group texts that belong to the same quest. When you translate one text it shows you all related texts. <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" />

Well, usually you don't use that placeholder thingie for specific quests but for dynamic ones... let's say you have the main plot with very nice and explicitely written text. There you usually don't have placeholders. But then you might have some random quests or just random dialogs... and for those, these placeholders are used. Now, which tool would help there? And you still have the problem with the different variations in German or other languages...


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You're just going to ignore my post, aren't you? <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" />

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@Übereil:
You might be surprised... but there are germans who don't speak english... or don't speak it very well (how do they understand moral dilemmas then?) and some simply want to play in their native language... reading english is somewhat tiring when it is not your native language.

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I didn't know English when I started playing cRPG's either <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" /> (well, not much anyway).

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You're just going to ignore my post, aren't you? <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" />

Übereil

Of course I will... I hope there will be German games for the next 50 years cause otherwise, I would have to look for a new job. <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" />


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Nice idea, Tut, but how do you want to deal with "der, die, das" and the other articles in German?


You implement a flag that defines the grammatical sex of the word.

In another part of the toolkit, the German article is allocated just as the flag defines it.

That could go for other languages as well.

The only difficulty then is, when a word has a different grammatical sex in different languages (example : "la luna" en Espan&ntilde;ol ).

Then the flag must be set by the translator.

Sounds like a database to me. With flags as constraints.



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Nice idea, Tut, but how do you want to deal with "der, die, das" and the other articles in German?

You implement a flag that defines the grammatical sex of the word.

OK... and then you need a flag for singular/plural... and a flag for the case... a couple of flags for verbs... and so on and so forth.

I don't say it's impossible to automate this stuff... but Alrik, you would be the very first person to complain about the outcome.


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Not when I program it for myself ! <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" />

From the redundancy point of view, a couple of flags is better than having to code everything in detail.


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k, this is my idea4discussions:

1:not all of what npc's say is written;u might hear something far away(fable(on xbox))

2:an option of making your own pre-written phrases during the game and deciding their meanings
eg;menu-options-pre-written phrases-i'm busy-meaning-___-action dismiss character

3:if u have a good reputation npc's may come over to talk to u

4:interrupting people

5:gestures! also with method described #2

6:ur voice recognition with microphone so u can actively talk to npc's in realtime

7:hotkeys for words

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1:not all of what npc's say is written;u might hear something far away(fable(on xbox))


In Gothic 1 (sorry, don't know the other games), you can also hear other people chattering (?) in the distance.


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The problem with meaningful dialogue being spoken without subtitles etc is that it makes the game mpossible to play for those gamers who are deaf or hard of hearing. Planescape dealt with it very well, by having the chatter appear on screen as written text.


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Oblivion did the same thing too


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Speechbubbles!

Bubble
Bubble
Bubble
Bubble
Bubble
Bubble
Bubble
Bubble
Bubble
Bublbe
Bulelb
Bullbe
Blah!


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u could do that in the options




<img src="/ubbthreads/images/graemlins/bday_jump.gif" alt="" />some1 replied to me?!yaaaaaahh

runescape have words appearing in yellow writing but the problem is when there are a lot of ppl talking u sometimes cant see what the person ur trying to talk to is saying

how about:main menu-options-dialogue-cut out background voices or anyone u havnt clicked on or not in your LIST


#fable(xbox) a game which appears to be like the new rpg. you can use gestures in a quick menu2 show emotions eg;flirting-r-right stick left-pick emotions- choose love/romance-saying"AAY" and smiling, back2 game and character responds accordingly(i dont know if this is actual way to do it but its something like it)


if u hav ur sword drawn in town the guard will shout at you etc...


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saorstait na hEireann

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hazy, I have read your post twice now and still haven't understood what you want to say. Don't you think it would be a bit better if you tried to write correctly and used a bit more punctuation?


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ye probly <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />

o.k., this is my idea for discussions:

1:Not all of what npc's say is written;you might hear something far away.(fable(on xbox)).

2:An option of making your own pre-written phrases during the game and deciding on their meanings.
eg;menu-options-pre-written phrases-i'm busy-meaning-___-action dismiss character.

3:If u have a good reputation npc's may come over to talk to you.

4:The ability to interrupt npc,s.

5:Prewritten gestures! Also available with method described in #2.

6:Voice recognition using a microphone so you can actively; talk to npc's in realtime.

7:Hotkeys for words and gestures.(prewritten and previously encoded in the game).

English is not my first language,Gaeilge(irish) is.

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