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- Partial localization: the in-game text is translated, but the voiceover files are not. This helps reduce the time and cost necessary for producing the localized versions, as there is no need to hire voice actors or redesign graphics on account of lip-synching for dubbing. The voiced files containing dialogue are usually subtitled in the TL.
- Full localization: this involves translating all assets of a game: in-game text, voiceover assets, manual, and packaging. It is the most expensive type of localization and is usually reserved for AAA titles. This is the maximum level of localization, which provides the players with a game fully tailored to their language needs and facilitates gameplay and immersion in the game.
According to the Game Developers Conference 2012 (Schliem 2012, 8) the trend among game developers and publishers is now towards full localization rather than the basic minimum localization. Most developers opt for either partial or full localization on the basis of the importance of the different target markets and the resources allocated to the project. The biggest game markets in Europe are the UK, France, and Germany (Chandler and Deming 2012, 45) and therefore fully localized versions are usually available in French and German, as well as English for Japanese games. However, Spain and Italy are rapidly growing game markets and full localization is also increasing in those territories (ibid.). For example, Mass Effect 2 (2010) was fully localized into French, German, Italian, and Polish, but only partially localized to Spanish, Czech, Hungarian, and Russian (Steussy 2010a).
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