The Fall Polish version released

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According to this SSE forum thread and according to this online store, the Polish version of The Fall was released 12/7/2006, completely overlooked and no news announcements heard. Overall first impressions on the forum don't seem too negative, as this release is version 1.10 "fully" patched.

Of course, no word on the English version.

Spotted on RPGDot
 
Gee, let's release a Polish version, so that the Poles can play a game most of them already can understand anyway instead of releasing an English version so that the rest of the world could actually play it. Sheesh.
 
I play it right now as you can see at Silver Style's Forums.
It's quite nice i'd give it 7/10. But ypu have to know some things ;)
First of all it's not Fallout it's more of a Post Apocalyptic vesion of Icewind Dale, but still PA atmosphere is really good, It has pretty nice dark humour :) Graphics are nice (very good Textures)(7/10) Dialogs and Story are rather medicore (5/10) music is good (8/10) and Gameplay is really great, it's really hard to stop playing it, i don't know why, really ;) (9/10) so my final verdict is 7/10 ;)


Sorry if I made some mistakes i'm a little drunk right now, and english is my second language ;)
 
st0lve said:
It's dumb to release an english version 1 year after your first release :S
It's dumb to release a non-english version 1 year after your first, english release :S

Now, seriously, would you rather they did NOT release an English version at all?

Geez, what's it with the English Supremacy all these dorks assume.

English might be widely understood, but that doesn't excuse that kind of Anglocentrism.
 
Ashmo said:
It's dumb to release a non-english version 1 year after your first, english release :S

Now, seriously, would you rather they did NOT release an English version at all?

Geez, what's it with the English Supremacy all these dorks assume.

English might be widely understood, but that doesn't excuse that kind of Anglocentrism.
It's not Anglocentrism, it's basic economy and business theory. The English market for games is vastly greater than the Polish market or the German market.
Hence it's dumb to release an English version later than either (although in this case, it has probably prevented a shitload of bugs). The fact that they got a Polish version released sooner suggests that they focused their efforts on the Polish version rather than the English version, which is dumb.
Even moreso when you take into account the speed with which technology becomes outdated.

Besides, most people here find English easier to read than German, so they want an English version.
 
Sander said:
It's not Anglocentrism, it's basic economy and business theory. The English market for games is vastly greater than the Polish market or the German market.

Yeah, coz, like, it's easier to produce for and distribute a product in the US if you're a Polish company than doing so locally on a smaller scale first.

Hence it's dumb to release an English version later than either (although in this case, it has probably prevented a shitload of bugs). The fact that they got a Polish version released sooner suggests that they focused their efforts on the Polish version rather than the English version, which is dumb.

So you honestly think games should always be developed for the US market first no matter what country and culture they're developed in, thus requiring the developers to design their game in a way that caters to the US demographics?

Because that's what you're saying if you think the Anglophone market (i.e.: US because Commonwealth nations are seperate markets that require seperate distribution systems) should always be prefered to the local market.

It's not as easy to distribute a game internationally as you apparently think it to be. Otherwise American companies wouldn't whine so much when it comes to international distribution of their franchises, would they?

It's difficult enough to cater to the European market, which requires local distributors and lots and lots of localisations, because, believe it or not, the vast majorities of Germans, French and Spaniards are ignorant of English language versions (unless you're saying there's no economical interest behind localising games, which would mean the entire games industry has been doing it all wrong for years now).

Also, it requires a perfect working knowledge of English among the developers, which is certainly not the case. Most writers write best in their native language and even cool-sounding English names thought up by non-English people have a high tendency to sound totally awful to people from Anglophone cultures, simply because they have a different idea of the English language (it's bad enough when it comes to porting things from one English country/culture to another -- just look at all the awful adoptions of English comedy series, which is a result of market analysts figuring that Americans find fart jokes funnier than British dry humour).

Even moreso when you take into account the speed with which technology becomes outdated.

Besides, most people here find English easier to read than German, so they want an English version.

"Here" being the Netherlands?

Well, of course Dutch people find English easier to read. Unlike German it's a language you actually learn and use a lot and there's more English influence than German in the modern Dutch language and culture.

Also, you are talking from a Dutch point of view. And the Dutch market isn't exactly used to having products designed for its particular language and culture. Usually localisations are considered so economically pointless the companies won't even afford an actual dub and provide subtitles of questionable quality instead (in Germany we at least get half-assed dubs).

I hate to say so, but you're incredibly naive when it comes to the established distributional traditions.

I'm all for an English-first (international) distribution, but currently the only way to archieve that is by ignoring traditional distribution and distributing the product via the Internet.

However so far the most attempts I have seen haven't quite managed to overcome the jump to overcome national borders yet. ThinkGeek can't figure out how to make its promotion/discount system work internationally, Amazon figured the smartest thing to do would be to provide localised subdivisions instead of avoiding nationalist discrimination to start with and even most game developers can't figure out how not to exclude non-locals from their pre-order campaigns.

Face it, distribution still is heavily nationalist and it will take a while until people figure out how to treat all customers equally.

And I wouldn't expect anyone to be able to develop a product for a foreign audience in the same quality one for the local audience would work out yet. It's one thing to write a comprehensible documentation for your code in a foreign language, but it's an entirely different thing to create a narrative and content that works in a foreign language (and culture).

There is nothing that works the same regardless of cultural context and language, other than the lowest common determinator.

And we have had well enough of THAT.

EDIT: I hope I didn't sound like too much of a butthole.
 
Ashmo said:
Yeah, coz, like, it's easier to produce for and distribute a product in the US if you're a Polish company than doing so locally on a smaller scale first.
Because Silver Style is totally a Polish company.
...
D'oh!

So you honestly think games should always be developed for the US market first no matter what country and culture they're developed in, thus requiring the developers to design their game in a way that caters to the US demographics?

Because that's what you're saying if you think the Anglophone market (i.e.: US because Commonwealth nations are seperate markets that require seperate distribution systems) should always be prefered to the local market.
The Anglophone market also includes the Scandinavian countries, Belgium, the Netherlands, hell, most of Western Europe and all of the commonwealth nations, as well as partly Germany and Poland, which all in all makes up for the vast, vast majority of the entire game market.

Now, standard business practice says: find a niche. That niche is the post-apocalyptic market for The Fall. They limited their niche to the German market as well. Note the word niche, this means that you do NOT market to the largest possible demographic when it comes to taste, but to a market where you have a decent chance of success.
Now, they wanted to expand this niche. The easiest way to do this is export the game. They went this route, but for some reason chose to expand to the relatively small Polish market, instead of the Anglophone market, which is vastly bigger. This does not mean catering to the gaming tastes of people, it merely means making the game available to a greater amount of people.

Ashmo said:
It's not as easy to distribute a game internationally as you apparently think it to be. Otherwise American companies wouldn't whine so much when it comes to international distribution of their franchises, would they?
I was talking about a translation. This is different from distribution.
Distribution comes into play later, obviously, but this is merely the same process for the English market as it is for the Polish market, only on a bigger scale.

Ashmo said:
It's difficult enough to cater to the European market, which requires local distributors and lots and lots of localisations, because, believe it or not, the vast majorities of Germans, French and Spaniards are ignorant of English language versions (unless you're saying there's no economical interest behind localising games, which would mean the entire games industry has been doing it all wrong for years now).
Dragging those markets in is about as relevant as dragging the Swahili market in. They're not part of the English market, but the English market is obviously bigger than either of those markets.
Ashmo said:
Also, it requires a perfect working knowledge of English among the developers, which is certainly not the case. Most writers write best in their native language and even cool-sounding English names thought up by non-English people have a high tendency to sound totally awful to people from Anglophone cultures, simply because they have a different idea of the English language (it's bad enough when it comes to porting things from one English country/culture to another -- just look at all the awful adoptions of English comedy series, which is a result of market analysts figuring that Americans find fart jokes funnier than British dry humour).
Which is why there are, *gasp*, translators. The developers are not the translators. They weren't in the case of the Polish version either.

"Here" being the Netherlands?
Here being the forum, obviously. Making the next bit of your post pretty bloody irrelevant. I'll comment on it anyway.

Ashmo said:
Well, of course Dutch people find English easier to read. Unlike German it's a language you actually learn and use a lot and there's more English influence than German in the modern Dutch language and culture.
Wrong, obviously. The language is mainly a Germanic language.

Ashmo said:
Also, you are talking from a Dutch point of view. And the Dutch market isn't exactly used to having products designed for its particular language and culture. Usually localisations are considered so economically pointless the companies won't even afford an actual dub and provide subtitles of questionable quality instead (in Germany we at least get half-assed dubs).
When asked, most Dutchmen wouldn't want dubs for anything. Subtitles are actually less intrusive and more realistic. Mainly because the lips actually move correctly, and you don't hear the same three people dubbing every bloody tv-series.

Ashmo said:
I hate to say so, but you're incredibly naive when it comes to the established distributional traditions.
Because I didn't comment on them at all? Gee, thanks for your insightful and well-founded commentary.
Ashmo said:
I'm all for an English-first (international) distribution, but currently the only way to archieve that is by ignoring traditional distribution and distributing the product via the Internet.
Because stores are irrelevant? Eh?
But distributing isn't that hard. It's what, gee, distributors and publishers do.
And apparently their publisher sucks.
Look, Ashmo, tapping the English market isn't that hard if you have a decent publisher. The localisation besides the translation is rather minimal (if you want to take along the Dutch-lingual and Scandinavian markets as well, they'll translate the booklet and box as well). Then all that is left is actual distribution, which, again, isn't that hard. It costs money, but getting the money out of distribution and localisation for a single market isn't that hard if the market is as large as the English market.
And I wouldn't expect anyone to be able to develop a product for a foreign audience in the same quality one for the local audience would work out yet. It's one thing to write a comprehensible documentation for your code in a foreign language, but it's an entirely different thing to create a narrative and content that works in a foreign language (and culture).

There is nothing that works the same regardless of cultural context and language, other than the lowest common determinator.
Okay, I'll try this again: this is not the re-development of an entire game. It's a translation. You take words, and translate them to a new language, maintaining context.

Also, there are at least two examples that prove it can be done well: Gothic and Gothic 2. Both German to English translations and distributions.
 
Sander said:
Because Silver Style is totally a Polish company.

No, IIRC it's a German company. Which explains why it was released in Germany as well. Your point being?

The Anglophone market also includes the Scandinavian countries, Belgium, the Netherlands, hell, most of Western Europe and all of the commonwealth nations, as well as partly Germany and Poland, which all in all makes up for the vast, vast majority of the entire game market.

Nyet. It includes fractions of those markets, but it doesn't equal their sum. Also, these are still *seperate* markets from a distribution point of view.

If the EU was a single market from a distribution, service and marketing POV, why would most US MMORPGs whine about having to provide local servers (even if only for the three major languages) AND service (distributed by country, mostly).

Now, standard business practice says: find a niche. That niche is the post-apocalyptic market for The Fall. They limited their niche to the German market as well. Note the word niche, this means that you do NOT market to the largest possible demographic when it comes to taste, but to a market where you have a decent chance of success.

Now, they wanted to expand this niche. The easiest way to do this is export the game. They went this route, but for some reason chose to expand to the relatively small Polish market, instead of the Anglophone market, which is vastly bigger. This does not mean catering to the gaming tastes of people, it merely means making the game available to a greater amount of people.

They chose a smaller step first. I somehow have the suspicion they had a reason to believe that the Polish market somehow had an interest in their niche, but I'm hardly the person to talk to about that decision. Ask Silver Style instead.

Had they chosen the UK and Ireland, going world-wide (by targetting Australia, other Commonwealth countries and the US and Canada next) would have been easier, as it would have required less localisation of the game content, true.

But chosing the UK instead of Poland is not much of a blunder if you expect the demand in Poland to be higher or have other reasons to expect the Polish release to be safer.

I was talking about a translation. This is different from distribution.
Distribution comes into play later, obviously, but this is merely the same process for the English market as it is for the Polish market, only on a bigger scale.

Yes, but every new region requires its own distribution channels. With a major Producer these might already exist, but it's still more expensive the more markets you include.

I doubt they held the distribution back because of the translation. I'd rather expect them to have held back the release because of the distribution and thus decided to delay the translation.

They probably had problems on the distribution level (e.g. financing and cost/benefit calculations). Why invest money in something if it might not even happen?

Dragging those markets in is about as relevant as dragging the Swahili market in. They're not part of the English market, but the English market is obviously bigger than either of those markets.

On a distribution level, there is no "English market", that's what I'm saying. It's a meta-market spanning several demographics and countries. The demographics you can target with an English language version in a non-Anglophone country are pretty irrelevantly small, THAT's what I'm trying to get accross.


Which is why there are, *gasp*, translators. The developers are not the translators. They weren't in the case of the Polish version either.

Sorry. I misread your post as saying that people should produce the English version first and then localise it to their own countries, which was why I got started about the whole "local market" thing too.

Here being the forum, obviously.

Which does, obviously, not realistically represent the markets for the respective countries, does it?

That's what I meant with the irrelevantly small demographics. The kind that would play imported English versions rather than their local releases.

Unless you were only trying to point out that a German release isn't useful for the international market, which would mean my comment on developing for a foreign market first wasn't as pointless as I just said.

Wrong, obviously. The language is mainly a Germanic language.

Just that you can decipher it because it's a related language doesn't mean you actually speak the language. But unlike German, most people learn English in school or otherwise acquire a working knowledge of it.

I'd bet most people on this forum DIDN'T have German in school (I don't know what it's like in the Netherlands, but from my experience most Dutch do not have a "school level" knowledge of German, so I assume it's true for the Netherlands as well).

Right, obviously.

When asked, most Dutchmen wouldn't want dubs for anything. Subtitles are actually less intrusive and more realistic. Mainly because the lips actually move correctly, and you don't hear the same three people dubbing every bloody tv-series.

They are not used to good dubs and dubs are not the norm there either. Compare that with Germany where most people think "WTF?" when they see a subbed movie in a foreign language and mostly don't fully comprehend realistic spoken English (not saying they don't understand spoken English, but most of them don't even understand the gist of the English songs they hear on the radio).

I.e. the Dutch people are not representative if you talk about dubs in general.

Because I didn't comment on them at all? Gee, thanks for your insightful and well-founded commentary.

Because you ignored them and argued about the sequence of releases being retarded based on the language demographics alone.

You can't just start distributing everywhere because everyone happens to understand the language. You still need seperate distributional channels.

If two seperate regions share the same language, that only makes it easier because you can re-use more of the existing work, but it doesn't magically let you cover the market too.

Because stores are irrelevant? Eh?
But distributing isn't that hard. It's what, gee, distributors and publishers do.
And apparently their publisher sucks.

No, (physical) stores are currently not irrelevant. WTF are you replying to anyway? That's what I referred to as "traditional distribution". And traditional distribution requires having local publishers.

And guess what, most major publishers suck, so the publisher that doesn't suck might not have the capabilities to easily distribute the game in the country you eventually chose to expand to and require a contractor.

It's what many UK game developers bump into.

Look, Ashmo, tapping the English market isn't that hard if you have a decent publisher. The localisation besides the translation is rather minimal (if you want to take along the Dutch-lingual and Scandinavian markets as well, they'll translate the booklet and box as well). Then all that is left is actual distribution, which, again, isn't that hard. It costs money, but getting the money out of distribution and localisation for a single market isn't that hard if the market is as large as the English market.

You're again talking of "the English market", which is merely of philosophical interest. The only largest English market is the US, and they're not even in the EU, so they require quite a bit of special treatment.

Also, you need to comply with local legislation, which means running the game through the rating processes in every country you intend to distribute it in and little things like that.

As you already said: apparently their publisher sucks. I.e. apparently they somehow didn't have the capabilities to publish the game in the English market before now and somehow their publisher figured Poland is the easier choice.

Okay, I'll try this again: this is not the re-development of an entire game. It's a translation. You take words, and translate them to a new language, maintaining context.

Also, there are at least two examples that prove it can be done well: Gothic and Gothic 2. Both German to English translations and distributions.

Read what I said. I misread you as asking developers to develop for the foreign market (i.e. one of the Anglophone markets) first and then for the local one.

Sorry for the confusion, but my original point remains. It's not neccessarily the smartest thing to head for a English market first. I don't know what their reasons were, or how valid they were, but it wasn't a dumb choice by default.

THAT's what I called Anglocentrism.

That said, most German games tend not to do particularily well outside Germany and a few other markets (notably NOT the English ones), so they might have been biased by that, although that would indeed not neccessarily be particularily smart.

Also, Gothic and Gothic 2 are notable exceptions, but The Settlers 2, for example, followed this pattern rather nicely.

Somehow most non-Germans do not like German strategy/eco-sim games -- which are a niche market even within Germany to start with.

I'd wager that a post-nuclear German strategy game (or RPG for that matter) might be expected to show a similar pattern. Notably, no-one seems to be aware of Burntime, or its developers -- Max Design -- in general (granted, it was Austrian and it was published in an era when most people thought of all computer owners as nerds, but it was released internationally).
 
Ashmo said:
No, IIRC it's a German company. Which explains why it was released in Germany as well. Your point being?
My point being that you were talking about some Polish company that apparently doesn't exist, which invalidates your point.

Nyet. It includes fractions of those markets, but it doesn't equal their sum. Also, these are still *seperate* markets from a distribution point of view.

If the EU was a single market from a distribution, service and marketing POV, why would most US MMORPGs whine about having to provide local servers (even if only for the three major languages) AND service (distributed by country, mostly).
That's solely from a legal and payment point of view. From the point of view of a translation (which is mainly what we were talking about) the markets are virtually identical.

Ashmo said:
They chose a smaller step first. I somehow have the suspicion they had a reason to believe that the Polish market somehow had an interest in their niche, but I'm hardly the person to talk to about that decision. Ask Silver Style instead.

Had they chosen the UK and Ireland, going world-wide (by targetting Australia, other Commonwealth countries and the US and Canada next) would have been easier, as it would have required less localisation of the game content, true.

But chosing the UK instead of Poland is not much of a blunder if you expect the demand in Poland to be higher or have other reasons to expect the Polish release to be safer.
I find this to be highly doubtful. Poles have less money, there are fewer Poles and the competition is pretty much the same in both markets.
Ashmo said:
Yes, but every new region requires its own distribution channels. With a major Producer these might already exist, but it's still more expensive the more markets you include.

I doubt they held the distribution back because of the translation. I'd rather expect them to have held back the release because of the distribution and thus decided to delay the translation.

They probably had problems on the distribution level (e.g. financing and cost/benefit calculations). Why invest money in something if it might not even happen?

On a distribution level, there is no "English market", that's what I'm saying. It's a meta-market spanning several demographics and countries. The demographics you can target with an English language version in a non-Anglophone country are pretty irrelevantly small, THAT's what I'm trying to get accross.
Which is false, since basically all games are in English in the Scandinavian countries, Duthcy-land and Belgium.
Of course this doesn't go for France and Spain. But that's pretty damned irrelevant, since that's about the same as saying 'But the English market doesn't include Zaire'.
Yes, so? What effect does that have on the viability of an English translation? Oh, right, none.

Which does, obviously, not realistically represent the markets for the respective countries, does it?
No, but it does explain why people want an English version here. Which is what you were complaining about, for some reason.

Just that you can decipher it because it's a related language doesn't mean you actually speak the language. But unlike German, most people learn English in school or otherwise acquire a working knowledge of it.

I'd bet most people on this forum DIDN'T have German in school (I don't know what it's like in the Netherlands, but from my experience most Dutch do not have a "school level" knowledge of German, so I assume it's true for the Netherlands as well).

Right, obviously.
Most people had some form of German in high school, although not as much as English.
In any case, Dutch is still a Germanic language by definition. So it's pretty much impossible for English influences to be more dominant in the Dutch language than German influences. Which was my point.

Because you ignored them and argued about the sequence of releases being retarded based on the language demographics alone.

You can't just start distributing everywhere because everyone happens to understand the language. You still need seperate distributional channels.

If two seperate regions share the same language, that only makes it easier because you can re-use more of the existing work, but it doesn't magically let you cover the market too.
No, but it lets you cover the market a lot more easily. The bulk of the work goes into development (in this case solely of the translation), not into distributing.

No, (physical) stores are currently not irrelevant. WTF are you replying to anyway? That's what I referred to as "traditional distribution". And traditional distribution requires having local publishers.
You said, and I quote, "I'm all for an English-first (international) distribution, but currently the only way to archieve that is by ignoring traditional distribution and distributing the product via the Internet.", which I replied to with that because I don't see the absolute need for internet distribution in the case of an international release. There are no major game studios doing that at all, and they all release international distributions.
 
Sander said:
Gee, let's release a Polish version, so that the Poles can play a game most of them already can understand anyway

You vastly overestimate the prevalence of German language here, Sir. Bar Silesia maybe, it's not that common, and certainly not with anyone who might be the target consumer (i.e. under 50 years of age). German is still the second choice for a foregin language here, but just that - SECOND.

That said, I don't know, maybe they want to polish (pun not intended) the game for English release, but need the income from an trans-national edition?
 
Why is it that the music in the radio plays the exact same thing I was about to say myself?

"You got it all wrong."

Okay, let me catch up here:

My point being that you were talking about some Polish company that apparently doesn't exist, which invalidates your point.

I mixed countries up, but that only invalidates my point about developing for an English-first release (read: developing for a foreign market first), which I already pointed as being superfluous because it was based on my misreading your claim.

That's solely from a legal and payment point of view. From the point of view of a translation (which is mainly what we were talking about) the markets are virtually identical.

We're not talking about the same thing then. I've been talking about the capability (existence of distributors, etc.) and you've been talking about the possibility (translation). Of course every translation theoretically costs the same amount of investment (realistically, "mainstream" languages might be cheaper to find a translator for and you might want to find native translators, but that's pretty much irrelevant for the moment).

You got it right this time. We ARE talking about different things here.

I've been trying to explain the real world merits in terms of the DIFFERENCES. Translation being pretty much the same no matter what market we're aiming for, I didn't give it much thought. But as you already point out yourself: From the point of view of a translation [..] the markets are virtually identical.

I find this to be highly doubtful. Poles have less money, there are fewer Poles and the competition is pretty much the same in both markets.

Are you a Pole? No. Am I a Pole? No.

The GPA is only one factor. Maybe Poles have a higher tendency to like the gameplay of German games? Maybe there's some weirdo cult in Poland that requires its followers to regularily buy games by German companies? What do I know.

There are enough possible reasons a smaller market might be preferrable. The most likely being their publisher just found it a much much safer market for investment/benefit reasons.

It doesn't have to be factually true, the reasons just have to be valid enough for their sales dept. figuring it's a good idea.

Which is false, since basically all games are in English in the Scandinavian countries, Duthcy-land and Belgium.
Of course this doesn't go for France and Spain. But that's pretty damned irrelevant, since that's about the same as saying 'But the English market doesn't include Zaire'.
Yes, so? What effect does that have on the viability of an English translation? Oh, right, none.

See above. You can RE-USE *more* of what you already have (i.e. the translated product), but you still have the rat-tail of other requirements to be fulfilled before you can get the product on the shelves in *one* of those countries.

No, but it does explain why people want an English version here. Which is what you were complaining about, for some reason.

Will you stop that? Go back to my previous post and read it again. I'm not bitching about an English version being released first, I'm bitching about the assumption that an English version is an inherently better choice for a first language release.
I'm still saying that also holds true for the choice of the first translation, even though my original point about developing for a foreign market first shot the wrong bird (namely, not the point you were trying to make, but what I read into it).

Most people had some form of German in high school, although not as much as English.
In any case, Dutch is still a Germanic language by definition. So it's pretty much impossible for English influences to be more dominant in the Dutch language than German influences. Which was my point.

Considering how much an average German remembers of their English class they usually had from 5th grade onwards, and how much they remember of their second foreign language, which they usually had from 7th or 11th grade onwards if at all, I'd say English is still the safer bet if you want to force-feed someone a foreign language version of something.

Not only that, but most people in the Western World are bombarded by English phrases and "English" (read: mostly US American) culture on a daily basis. In the Netherlands you also have English movies (with or without Dutch subtitles), of which there are a lot more than German ones.

The root of the language doesn't have jack shit to do with the working knowledge in a related language.

Just because Bavarian is a German dialect and I can approximate to whatever someone's trying to tell me if I listen to it long enough and if my ears don't start bleeding before that, that doesn't mean German and Bavarian are perfectly intelligable.

The average German is exposed to a lot more English than Bavarian, yet Bavarian is the closer language. Yet most Germans would have a harder time trying to comprehend the Bavarian. Why? Because they're not as used to it as they are used to English.

Your point is moot. There's a difference between being able to approximate a meaning because the language shares certain similarities and actually understanding the language. In most cases the similiarities (just consider how many Germans wish to "become a steak" when trying to order food in restaurants) confuse people a lot more than the obvious differences.

No, but it lets you cover the market a lot more easily. The bulk of the work goes into development (in this case solely of the translation), not into distributing.

Au contrair. Finding a translator is pretty easy and unless you're dubbing it, too, you only need one agency to run through a collection of plaintext files. It may require more manpower, but it's a pretty straightforward process (given the quality of most translations, the translators aren't the highly paid professionals they're sometimes portrayed as either).

You said, and I quote, "I'm all for an English-first (international) distribution, but currently the only way to archieve that is by ignoring traditional distribution and distributing the product via the Internet.", which I replied to with that because I don't see the absolute need for internet distribution in the case of an international release. There are no major game studios doing that at all, and they all release international distributions.

You once again didn't read the whole sentence before replying. Note the phrase "English-first (international)". I'm talking about *developing* the game for an international audience (as intercultural as the design permits) in English first, no matter what nation you come from. And THEN you distribute it internationally, indiscriminately.

That is currently not possible for various reasons, most of which are highly technical (i.e. traditional distribution factors) and can currently not be bypassed without bypassing traditional distribution altogether.

Of course that would require alternative marketing as well. The Escapist had a nice article on that.

All the major game studies you're referring to release LOCALISED distributions *nationally* world-wide. There's a difference between an indiscriminately international release and a world-wide national release. If you distribute the same identical product in every nation on the world individually, it may be world-wide but it's still not international in this sense.

The difference should become obvious when you attempt to get in touch with the tech support of an "internationally released" MMORPG made in the US and spot a bug in the game software itself. If you manage to get in touch with someone who's even in the same country as those who could fix the problem, you're lucky.

Usually you only get as far as a crappy, local service contractor who won't do more than just paste the FAQ everytime you try to talk to them.

Heck, even PayPal thought it was a Good Idea to "outsource" their service to local companies rather than expanding their international service so it becomes more indiscriminate.
 
Ashmo said:
Why is it that the music in the radio plays the exact same thing I was about to say myself?

"You got it all wrong."

Okay, let me catch up here:
Why is it that the radio hear plays the exa....oh, wait, 2112 doesn't say what I wanted to say to you.
(Fuck you, Tone Capone, for Rush)

We're not talking about the same thing then. I've been talking about the capability (existence of distributors, etc.) and you've been talking about the possibility (translation). Of course every translation theoretically costs the same amount of investment (realistically, "mainstream" languages might be cheaper to find a translator for and you might want to find native translators, but that's pretty much irrelevant for the moment).

You got it right this time. We ARE talking about different things here.

I've been trying to explain the real world merits in terms of the DIFFERENCES. Translation being pretty much the same no matter what market we're aiming for, I didn't give it much thought. But as you already point out yourself: From the point of view of a translation [..] the markets are virtually identical.
From a cost point-of-view.
From the point of view of the distributor, the markets aren't that different either. Unless the distributor is one that is used to working with the Polish market as opposed to one used to working with the US market. We have no info about that, though.

But, if you look at the translation, the US market is bigger, has the same competition, and hence has a bigger possible turnover.

Are you a Pole? No. Am I a Pole? No.

The GPA is only one factor. Maybe Poles have a higher tendency to like the gameplay of German games? Maybe there's some weirdo cult in Poland that requires its followers to regularily buy games by German companies? What do I know.

There are enough possible reasons a smaller market might be preferrable. The most likely being their publisher just found it a much much safer market for investment/benefit reasons.

It doesn't have to be factually true, the reasons just have to be valid enough for their sales dept. figuring it's a good idea.
Bullshit. You need to look at the average man in the market you're aiming for. The chance that the market for post-apocalyptic RPGs is bigger in Poland than in the USA is really small. Mainly because Poles do have a lot less money to spend, they have access to the same games as the Americans, and there are far fewer Poles.

Will you stop that? Go back to my previous post and read it again. I'm not bitching about an English version being released first, I'm bitching about the assumption that an English version is an inherently better choice for a first language release.
I'm still saying that also holds true for the choice of the first translation, even though my original point about developing for a foreign market first shot the wrong bird (namely, not the point you were trying to make, but what I read into it).
I get what you're saying Ashmo, I was just saying what I was commenting on with that comment, regardless of what your main argument is. ;)

Considering how much an average German remembers of their English class they usually had from 5th grade onwards, and how much they remember of their second foreign language, which they usually had from 7th or 11th grade onwards if at all, I'd say English is still the safer bet if you want to force-feed someone a foreign language version of something.

Not only that, but most people in the Western World are bombarded by English phrases and "English" (read: mostly US American) culture on a daily basis. In the Netherlands you also have English movies (with or without Dutch subtitles), of which there are a lot more than German ones.

The root of the language doesn't have jack shit to do with the working knowledge in a related language.

Just because Bavarian is a German dialect and I can approximate to whatever someone's trying to tell me if I listen to it long enough and if my ears don't start bleeding before that, that doesn't mean German and Bavarian are perfectly intelligable.

The average German is exposed to a lot more English than Bavarian, yet Bavarian is the closer language. Yet most Germans would have a harder time trying to comprehend the Bavarian. Why? Because they're not as used to it as they are used to English.

Your point is moot. There's a difference between being able to approximate a meaning because the language shares certain similarities and actually understanding the language. In most cases the similiarities (just consider how many Germans wish to "become a steak" when trying to order food in restaurants) confuse people a lot more than the obvious differences.
Yes, you've got all of this right, but this has nothing to do with my point. I was commenting on the influences on the Dutch language itself, not on which language most Dutchmen are more familiar with. Those are two distinct things.

Au contrair. Finding a translator is pretty easy and unless you're dubbing it, too, you only need one agency to run through a collection of plaintext files. It may require more manpower, but it's a pretty straightforward process (given the quality of most translations, the translators aren't the highly paid professionals they're sometimes portrayed as either).
Yes, but it costs more money than simply releasing it on a market. But no, it's not harder.
Also, if you're going to use foreign words, do it properly. Au contraire
You once again didn't read the whole sentence before replying. Note the phrase "English-first (international)". I'm talking about *developing* the game for an international audience (as intercultural as the design permits) in English first, no matter what nation you come from. And THEN you distribute it internationally, indiscriminately.

All the major game studies you're referring to release LOCALISED distributions *nationally* world-wide. There's a difference between an indiscriminately international release and a world-wide national release. If you distribute the same identical product in every nation on the world individually, it may be world-wide but it's still not international in this sense.

The difference should become obvious when you attempt to get in touch with the tech support of an "internationally released" MMORPG made in the US and spot a bug in the game software itself. If you manage to get in touch with someone who's even in the same country as those who could fix the problem, you're lucky.

Usually you only get as far as a crappy, local service contractor who won't do more than just paste the FAQ everytime you try to talk to them.

Heck, even PayPal thought it was a Good Idea to "outsource" their service to local companies rather than expanding their international service so it becomes more indiscriminate.
Yes, I did read the entire sentence. My point still stands. The distribution has little or nothing to do with the problems of international releases. That has to do mainly with local laws, international payments and VAT.
This still does not explain in any way why you would need alternate business channels, because those would not solve anything either. You'd still be stuck with legal, financial and tax problems. The method of distribution has nothing to do with the problem of purely international releases, the problem lies with the incompatible laws between countries. Whether or not you then sell the product through a single, internet-based distribution channel, or via retailers doesn't matter. The laws remain the same.
 
The Polish version was not made by Silver Style, but by Play, a Polish publisher, so SS is hardly "focusing on Polish market".
 
On the other hand, SSE must have paid for it... Or not?

Whose are the copyrights for (c) the translation?
 
I wouldn't think so. Why should they? It would make sense to just sell the publishing rights and collect money without expenditure or risk.


I find the idea that the game isn't released in English because SSE just doesn't give a fuck pretty silly.
The international market just isn't waiting for the latest hot game from Germany. I assume it was much easier to find a polish publisher for The Fall on reasonable terms.
 
Here the french version of Gothic 2 was released in 2005...Everybody trashed it even though it was a decent game when it was first released in 2003 everywhere else...I guess you'll have to wait for an English version of The Fall. :?
 
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