Put down roots on your new farm in the peaceful town of Forgotten Valley. Bring life to the land by cultivating crops and raising animals, find love among the town's friendly folk, and make lasting memories with a family of your very own.
Hello again, farmers, and welcome to another localization blog for [i]STORY OF SEASONS: A Wonderful Life[/i]! In our [url=https://store.steampowered.com/news/app/2111170/view/7046488947778088370]last blog[/url], we talked about some of the name changes players can expect in the new localization, the new character designs, and our general localization direction for the game. If you haven’t checked it out yet, we recommend you give it a read before (or after!) you dive into this blog.
This time, we’d like to talk about some of the more technical aspects of A Wonderful Life’s (AWL’s) localization. Despite being an 18-year-old game, AWL’s text systems are some of the most intricate we’ve worked on for a STORY OF SEASONS title, so we wanted to share some of the basics with you. If you’re ever playing the game and wonder why something is worded the way it is, there’s a very good chance we had a reason for writing things in specific ways!
[h3]No, You May Not Eat The Coins[/h3]
Here’s a question for some longtime series fans: in the original AWL, do you remember what Charlie and/or Cole’s response was when you gave them a coin from the ruins? They’d tell you that they couldn’t wait to eat your coin, which probably seemed a bit off to most farmers.
But here’s the thing: there’s a legitimate reason that some gift reactions in the original game were hard to pin down for a single context! It takes a [i]lot[/i] to know when a certain resident reaction/response will be used in this game, and what sort of items that response is for. In fact, one of the reasons we were able to identify this issue specifically was because the majority of our team had played the original version, and had context on what sort of scenarios Charlie and Cole’s reaction text would be used in!
Let’s take a closer look at the text in question so you can get a better idea of what we mean. Here’s the ID for the text.
[img]{STEAM_CLAN_IMAGE}/43541244/7eb3d3349678de7833deafbcf0dcc9d1408f8301.png[/img]
The “a” at the end here indicates that this text is for when Cole (or Pasaran, his Japanese name,) accepts a gift.
Now, let’s take a look at the corresponding Japanese text.
[img]{STEAM_CLAN_IMAGE}/43541244/e1483d800e39462b5f814a5c4d1fd37c137456af.png[/img]
Literally, it reads, “Oh, I’m real grateful for that! You’re a good person, whippersnapper. I’m lookin’ forward to this.”
So let’s say the text ID is the only context you have, and it’s the first time you’re seeing this. You’d probably assume, “Oh, he’s looking forward to [i]eating[/i] it, right?”
Not...all the time, and this is why context, LQA (localization quality assurance), and playtesting are so important for games like STORY OF SEASONS and Rune Factory! Cole can use this very same reaction when he receives one of his favorite NON-food items (like, say, a coin from the dig site), which resulted in him sounding like he was going to chow down on an old coin way back when.
We had to keep this in mind when working with this line to account for several contexts, so the final English text could not have any mention of what Cole was looking forward to, since he can’t eat the coins or crystals or flowers you find him! Because we had prior information from playing the original as kids, we were able to parse this out ourselves, but that was only the tip of the text file iceberg.
Due to their busy schedule, the developers for the remake were unable to give us full context on how residents’ reactions to items truly worked until our LQA pass , and during this time, we learned just how complicated this text system was. Here are some other examples:
[olist][*] Every resident has reactions to specific item categories, such as fish, items from the dig site, tools, fresh crops/byproducts from your farm, cooked food, and so on, if they don’t feel like taking the item as a gift. They might say, “Wow! Did you catch that fish yourself?” or “Hey, that looks delicious! D’you like cooking?”
[img]{STEAM_CLAN_IMAGE}/43541244/a296e0b7d215d9893b417f78876aecbc50027f45.png[/img]
However, the residents [i]also[/i] have separate reactions in the text files to their favorite items and disliked items. If their favorite items are fish, for example, the game will have them react with one of their “favorite” lines when you show them a fish, rather than their designated line specifically about fish like the example above, so this means they may never actually use that comment about fish...even if it [i]is[/i] translated!
[*] Up to 3 days after you give a resident a food item or crop, they may comment to you about it. They might say, “wow, that crop from the other day tasted delicious!” if you give them a high-quality crop, or “um, that byproduct tasted...kind of average,” if you give them B-rank milk from a normal cow, for example. Sometimes, they will react like this:
[img]{STEAM_CLAN_IMAGE}/43541244/b164279cab603d8bd865d3b25ea4920532d9bf4b.png[/img]
[/olist]
As you can see, we’ve got lots of text tags here, from the player’s name to the