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Darbury got a reaction from Ramaladni for a blog entry, Eep Opp Ork Ah Ah (Editing Onomatopoeia in VNs)
There is a secret language spoken in the darkest corners of the visual novel world, a cant so ancient and intricate that none know its origins. To be initiated in its ways, one must drink from the Dread Chalice and be reborn in fire. Only then will the caul be drawn from your eyes.
You shall know onomatopoeia. And you shall know fear.
Sploosh 101: What is onomatopoeia?
Before we jump in with both feet — *splash!* — let’s do a quick primer on terminology. An onomatopoeia is a word that imitates, resembles, or suggests the source of the sound it describes — i.e, it sounds like what it is. Like clink, yip, kaboom, swish, meow, oink. (That’s the verbatim transcript of my bachelor party, in case anyone’s wondering.) This is different from a word that describes a sound or action, but doesn’t actually imitate it — e.g., sneeze vs. achoo, punch vs. kapow, close vs. slam. The latter are onomatopoeia; the former, I call ononotopoeia.
For the sake of brevity, let’s refer to these O and not-O.
The Japanese language is rich in O. There’s a sound effect for everything. There’s probably a sound effect for there being a sound effect for everything. (If there isn’t, I’d like to propose one now: darubu.) There are even sound effects for things that don’t actually make sound — e.g., “jii” for staring. While it’s woven into the fabric of the modern Japanese language, O is especially prevalent in manga and, to a somewhat lesser extent, anime. Since visual novels draw heavily from these two worlds, they too feature lots and lots of these words.
English is relatively impoverished in O by comparison, and therein lies the challenge for VN translators and editors. Do you leave these essentially untranslatable sound effects as they are? Or do you try to translate them, losing some of their immediacy and, for lack of a better word, oomph?
Across the great divide
The VN community seems to be fairly split on that question. In one camp, we have the purists. By and large, these are readers who are already comfortable with Japanese O through manga and anime. They consider it part and parcel of the VN experience. Learning and appreciating such terms is simply part of becoming an accomplished reader. It’d be like going to a fine dining restaurant and, instead of the chef presenting you with “the amuse-bouche,” he just came out and said, “Here’s this small appetizer thingy I made. Hope you like it.” The vocabulary is part of the experience.
In the other camp, we have the reformists. To them, leaving O untouched isn’t translation; it’s mere transliteration. It denies meaningful content to the uninitiated English reader — e.g., if you don’t know "munyu" means to grope someone, you’ll be clueless when the best girl hauls off and smacks the protagonist in the very next line. To extend the fine dining metaphor, it’d be like going to the same restaurant, being handed a menu that was all in French, and having the waitstaff snootily refuse to tell you what anything meant. Hope you like thymus glands, mon ami, because that’s what you just ordered.
When it came to KoiRizo, I was a reformist editor on a purist project. I joined the team after the translation had been completed and a lot of the big up-front decisions had already been made: Will this be a literal translation or liberal? (Literal.) Will we keep all the honorifics? (Yes.) Will we keep all the onomatopoeia? (Yes.) MDZ, the KoiRizo project lead, was very up-front about all this. And that was fine. The job of a VN editor is to facilitate and execute on the project lead’s vision. It’s great if you’re involved early enough to shape that vision, but it’s ultimately his/her show, not yours. (If you’re not okay with that, go start your own TL project.) So with that in mind, I did the best purist editing job I could.
But what if I had carte blanche in how I approached O? What would I do differently? As luck would have it, I’ve given that some thought.
Onomatopoeia in standard scripts
For the majority of scripts, it helps to separate O-words into two groups: content-light ad content-heavy. The content-light group tends to consist of interjections, exclamations, grunts, groans, laughs, etc. These are mostly self-explanatory terms, communicating very little other than the fact that they’re a familiar sound. Some examples include:
Ho E A Heh Uuu At most, I’ll clean these up to make them friendlier to Western eyes — “A! A sea cucumber!” becomes “Ah! A sea cucumber!” (In this case, it’d be too easy to mistake the “A” sound for a stammering repetition of the indefinite article “a.”) Otherwise, I’m happy to leave them be.
On the other side, we have the content-heavy O-words. These are either (1) terms that have a very specific meaning you’d never be able to guess at without prior knowledge, or (2) common sounds that are rendered much differently in English than Japanese. These are the words that, if you ignore them, will result in meaningful content being lost in translation. Some examples include:
Kakkun = the “sound” of hitting someone in the back of the knees. Based on a kids’ game. Su = the sound of something suddenly appearing (among other meanings) Gusu = the sound of a whimpering sob Hakushon = the sound of sneezing Chikutaku = the sound a clock makes Our first line of attack is to see if there’s any suitable English onomatopoeia we can swap in. It’s rare that it works out so neatly, but it does happen. So "hakushon" becomes “achoo,” "chikutaku" becomes “tick tock,” etc. If this doesn’t work, we fall back on another common approach: turning not-O English words into O by enclosing them in asterisks. So:
“Gusu. Why won’t you return any of my calls?"
becomes:
*whimper* “Why won’t you return any of my calls?”
As your final line of defense, you might consider abandoning O altogether, instead relying on some explanatory text to flesh out the intended meaning. So:
Su.
“Where do you think you’re going, jerk?”
becomes:
She appeared out of nowhere.
“Where do you think you’re going, jerk?”
I’d recommend turning to this as a last resort, however, since you can see a certain staccato elegance gets lost in translation.
As for where you can find out what all these untranslated O-words mean, there are all sorts of online resources to be had out there. I tend to use the Japanese > English SFX dictionary over at The JADED Network, but I’m sure there are plenty of others just as good.
Onomatopoeia in H-scenes
Sex scenes are something of a special case. You’ll find there are large blocks of text that are nothing but wall-to-wall O. (I see what you did there, you sly dog you ...) Here are some sample lines from KoiRizo:
Sango: “Nafufu. Fumu, Juru, Zuzuzu."
Sango: "Rero, Chu, Chuu ..."
Sango: "Hamu, Chuu, Chuu ... Rero, Juupu, Zuzu."
Sango: "Jupo, Gupo, Zu."
Sango: "Juzuzuzuzu."
Sango: "Fumu? Fua ..."
During editing, I liked to call these sections “word salad.” They’re an unholy mishmash of content-heavy O, content-light O, and nonsensical fuck-grunts. It’s a tangled mess of syllables that can make even the bravest editor or translator turn tail and run. In my earlier post on editing H-scenes, one of the commenters — smile for the camera, Ittaku! — suggested it might just be better to replace these sections with ellipses and let the VO do all the heavy lifting. It’s a tempting thought. But despite all appearances, there’s content to be had there — content the Japanese reader would have understood, and which the English reader will miss out on ... unless you take action.
Let’s see what happens if we (somewhat liberally) run it through the techniques we’ve discussed so far.
Sango: "Ummph. Umm." *slurp* *sluuurp*
Sango: “Mmm.” *suuuck*
Sango: *nibble* *suck* “Mmmm ...” *bob* *sluuurp*
Sango: *sucksuck* *slurp*
Sango: *slurpslurpslurpsluuurp*
Sango: "Mmmph? Ahhh ..."
Okay, it ain’t poetry, but at least we’ve transformed our tossed salad it into something with actual meaning. Even without having read the rest of the scene, you can guess that Sango is vigorously polishing the protagonist’s knob. Or is trapped in a vat of ramen and eating her way to freedom. It can be improved upon, of course; all those asterisks start getting visually distracting, so if the VN engine supports it, italics might be a better choice here. But I’d argue it’s much better than what we started with.
Feeling more confident? Good. Go forth and sploosh.
-
Darbury got a reaction from Takeshira for a blog entry, I'm Not Wearing Underwear Today
I’m on a much-needed vacation deep in the woods. There’s running water, crappy mobile service, something that could generously be described as “heat,” and not much else. Also, I’m fairly sure an owlbear rummaged through our garbage last night. This means you have a whole week free from my inane ramblings. It also means that on a scale from “wearing underwear today” to “not wearing underwear today,” I’m not wearing underwear today. It's vacation and I don't wannuh. Deal with it. Then discuss. -
Darbury got a reaction from Tay for a blog entry, I'm Not Wearing Underwear Today
I’m on a much-needed vacation deep in the woods. There’s running water, crappy mobile service, something that could generously be described as “heat,” and not much else. Also, I’m fairly sure an owlbear rummaged through our garbage last night. This means you have a whole week free from my inane ramblings. It also means that on a scale from “wearing underwear today” to “not wearing underwear today,” I’m not wearing underwear today. It's vacation and I don't wannuh. Deal with it. Then discuss. -
Darbury got a reaction from Narcosis for a blog entry, I'm Not Wearing Underwear Today
I’m on a much-needed vacation deep in the woods. There’s running water, crappy mobile service, something that could generously be described as “heat,” and not much else. Also, I’m fairly sure an owlbear rummaged through our garbage last night. This means you have a whole week free from my inane ramblings. It also means that on a scale from “wearing underwear today” to “not wearing underwear today,” I’m not wearing underwear today. It's vacation and I don't wannuh. Deal with it. Then discuss. -
Darbury got a reaction from Deep Blue for a blog entry, I'm Not Wearing Underwear Today
I’m on a much-needed vacation deep in the woods. There’s running water, crappy mobile service, something that could generously be described as “heat,” and not much else. Also, I’m fairly sure an owlbear rummaged through our garbage last night. This means you have a whole week free from my inane ramblings. It also means that on a scale from “wearing underwear today” to “not wearing underwear today,” I’m not wearing underwear today. It's vacation and I don't wannuh. Deal with it. Then discuss. -
Darbury got a reaction from LinovaA for a blog entry, I'm Not Wearing Underwear Today
I’m on a much-needed vacation deep in the woods. There’s running water, crappy mobile service, something that could generously be described as “heat,” and not much else. Also, I’m fairly sure an owlbear rummaged through our garbage last night. This means you have a whole week free from my inane ramblings. It also means that on a scale from “wearing underwear today” to “not wearing underwear today,” I’m not wearing underwear today. It's vacation and I don't wannuh. Deal with it. Then discuss. -
Darbury got a reaction from Infernoplex for a blog entry, Editors Are Not Proofraeders
If I could give you any two pieces of advice, gentle reader, they would be: don’t eat unopened mussels, and don’t proofread anything you’ve edited. Neither will end well for you.
I always scratch my head when I see a visual novel translation project with the same person listed as Editor and Proofreader. Or worse yet, Translator, Editor, and Proofreader. Or (and I know I’ve seen this at least once) Translator, TLC, Editor, and Proofreader. I’m all for DIY, but that's a disaster waiting to happen.
Here’s the rule: If you’ve touched a piece of copy in any one of these roles, it’s tainted for you in all others. Sorry, that’s just how it is. These jobs are meant to be a series of checks and balances to help ensure the quality and accuracy of the content. If a single person takes on two or more of these roles, you’ve got problems. If one or more of these positions goes completely unfilled, you’ve got problems.
It’s not that you wouldn’t be capable — many editors are amazing at proofreading, and tons of translators are wonderful at TLC — but once you’ve worked with the text in one capacity, your familiarity with it makes you far less effective in any other role.
Our stupid, stupid brains
Like so many things in life, it all comes down our stupid brains being more helpful than we want — kind of like an overeager toddler who just handed you your iPhone. In the shower. (Thank god for Applecare+.) Whenever our brains see a gap in content, they try to fill it whether we want them to or not. “Hi, I’m your brain. Hey, is there a word missing there? Can I make a fairly good guess as to what it is? Wheee! I’ll just pretend like it was there and we read it and nothing’s wrong. Now let’s go think about boobies some more! BOO-BEES! BOO-BEES!” And the more familiar your brain is with the work in question, the easier it is for it to fill in those gaps. It already knows what to expect, and it’s just waiting to jump in and save the day.
Our brains must be stopped before they kill again.
The easiest way to do this is, at each step of the creation and revision process, have someone ready look at the content with fresh eyes and no preconceptions. Simple as that. You wouldn't go get a second opinion from the doctor who just provided your first opinion, would you? So don’t do it here. Don't double-up on jobs, and don’t leave positions unfilled. The final product will be better for it.
Yeah, yeah, I know. Easier said than done. Finding good volunteers is tough and people flake out or have RL commitments all the time. So what then?
The nuclear option
When I got my first job in advertising, I was an idiot. Thankfully, my first creative director was not. A highly accomplished copywriter, she’d penned dozens of the brand slogans that had littered my youth. Suffice to say, she knew her stuff. (You’d probably know her stuff too, if you saw it.) And this was one of the first things she taught me: “Never, ever proofread your own work. But if you have to ...”
That’s right, she had a trick. A big red button on the wall of her brain that said, “PUSH ONLY IN CASE OF EMERGENCY.” You never want to proof your own work, but sometimes you don’t have a choice. Sometimes you’ve rewritten the copy deck five minutes before the big pitch and there’s no time to send it back for proofreading. That’s where the trick comes in.
Read it backwards.
Start at the very last word and read your way back until you hit the first. This strips away all meaning from the text — your brain isn’t leaping in with a guess as to what comes next — so you can focus on minutiae like spelling, punctuation, repeated words, etc.
This is a relatively laborious process, unfortunately, and it doesn’t scale well to an entire visual novel. But I mention it here in case you find yourself with a few lines or even a short script that needs a proofing pass and you’re the only one around to do it.
.it of habit a make don’t Just.
Full disclosure
By the way, I’ll be the first one to admit that v1.0 of the KoiRizo English patch has typos. In my role as editor, I tried to work as cleanly as possible, but over the course of 36,000+ lines — I figure that’s gotta be at least 250,000 words — a few foxes got into the henhouse. The team didn’t have any proofreaders, and the QC process wasn’t nearly as robust as had initially been hoped. (Zakamutt touches on that here.) But you know what? For all of that, I think the launch product came out comparatively clean. I still want to drink bleach and die every time I see a typo report, of course, but that comes with the territory.
And with any luck, there will be patch updates forthcoming that address some of these lingering issues. Which is good, since I’m running low on bleach. And lives.
-
Darbury got a reaction from RedK for a blog entry, Editors Are Not Proofraeders
If I could give you any two pieces of advice, gentle reader, they would be: don’t eat unopened mussels, and don’t proofread anything you’ve edited. Neither will end well for you.
I always scratch my head when I see a visual novel translation project with the same person listed as Editor and Proofreader. Or worse yet, Translator, Editor, and Proofreader. Or (and I know I’ve seen this at least once) Translator, TLC, Editor, and Proofreader. I’m all for DIY, but that's a disaster waiting to happen.
Here’s the rule: If you’ve touched a piece of copy in any one of these roles, it’s tainted for you in all others. Sorry, that’s just how it is. These jobs are meant to be a series of checks and balances to help ensure the quality and accuracy of the content. If a single person takes on two or more of these roles, you’ve got problems. If one or more of these positions goes completely unfilled, you’ve got problems.
It’s not that you wouldn’t be capable — many editors are amazing at proofreading, and tons of translators are wonderful at TLC — but once you’ve worked with the text in one capacity, your familiarity with it makes you far less effective in any other role.
Our stupid, stupid brains
Like so many things in life, it all comes down our stupid brains being more helpful than we want — kind of like an overeager toddler who just handed you your iPhone. In the shower. (Thank god for Applecare+.) Whenever our brains see a gap in content, they try to fill it whether we want them to or not. “Hi, I’m your brain. Hey, is there a word missing there? Can I make a fairly good guess as to what it is? Wheee! I’ll just pretend like it was there and we read it and nothing’s wrong. Now let’s go think about boobies some more! BOO-BEES! BOO-BEES!” And the more familiar your brain is with the work in question, the easier it is for it to fill in those gaps. It already knows what to expect, and it’s just waiting to jump in and save the day.
Our brains must be stopped before they kill again.
The easiest way to do this is, at each step of the creation and revision process, have someone ready look at the content with fresh eyes and no preconceptions. Simple as that. You wouldn't go get a second opinion from the doctor who just provided your first opinion, would you? So don’t do it here. Don't double-up on jobs, and don’t leave positions unfilled. The final product will be better for it.
Yeah, yeah, I know. Easier said than done. Finding good volunteers is tough and people flake out or have RL commitments all the time. So what then?
The nuclear option
When I got my first job in advertising, I was an idiot. Thankfully, my first creative director was not. A highly accomplished copywriter, she’d penned dozens of the brand slogans that had littered my youth. Suffice to say, she knew her stuff. (You’d probably know her stuff too, if you saw it.) And this was one of the first things she taught me: “Never, ever proofread your own work. But if you have to ...”
That’s right, she had a trick. A big red button on the wall of her brain that said, “PUSH ONLY IN CASE OF EMERGENCY.” You never want to proof your own work, but sometimes you don’t have a choice. Sometimes you’ve rewritten the copy deck five minutes before the big pitch and there’s no time to send it back for proofreading. That’s where the trick comes in.
Read it backwards.
Start at the very last word and read your way back until you hit the first. This strips away all meaning from the text — your brain isn’t leaping in with a guess as to what comes next — so you can focus on minutiae like spelling, punctuation, repeated words, etc.
This is a relatively laborious process, unfortunately, and it doesn’t scale well to an entire visual novel. But I mention it here in case you find yourself with a few lines or even a short script that needs a proofing pass and you’re the only one around to do it.
.it of habit a make don’t Just.
Full disclosure
By the way, I’ll be the first one to admit that v1.0 of the KoiRizo English patch has typos. In my role as editor, I tried to work as cleanly as possible, but over the course of 36,000+ lines — I figure that’s gotta be at least 250,000 words — a few foxes got into the henhouse. The team didn’t have any proofreaders, and the QC process wasn’t nearly as robust as had initially been hoped. (Zakamutt touches on that here.) But you know what? For all of that, I think the launch product came out comparatively clean. I still want to drink bleach and die every time I see a typo report, of course, but that comes with the territory.
And with any luck, there will be patch updates forthcoming that address some of these lingering issues. Which is good, since I’m running low on bleach. And lives.
-
Darbury got a reaction from Mr Poltroon for a blog entry, Editors Are Not Proofraeders
If I could give you any two pieces of advice, gentle reader, they would be: don’t eat unopened mussels, and don’t proofread anything you’ve edited. Neither will end well for you.
I always scratch my head when I see a visual novel translation project with the same person listed as Editor and Proofreader. Or worse yet, Translator, Editor, and Proofreader. Or (and I know I’ve seen this at least once) Translator, TLC, Editor, and Proofreader. I’m all for DIY, but that's a disaster waiting to happen.
Here’s the rule: If you’ve touched a piece of copy in any one of these roles, it’s tainted for you in all others. Sorry, that’s just how it is. These jobs are meant to be a series of checks and balances to help ensure the quality and accuracy of the content. If a single person takes on two or more of these roles, you’ve got problems. If one or more of these positions goes completely unfilled, you’ve got problems.
It’s not that you wouldn’t be capable — many editors are amazing at proofreading, and tons of translators are wonderful at TLC — but once you’ve worked with the text in one capacity, your familiarity with it makes you far less effective in any other role.
Our stupid, stupid brains
Like so many things in life, it all comes down our stupid brains being more helpful than we want — kind of like an overeager toddler who just handed you your iPhone. In the shower. (Thank god for Applecare+.) Whenever our brains see a gap in content, they try to fill it whether we want them to or not. “Hi, I’m your brain. Hey, is there a word missing there? Can I make a fairly good guess as to what it is? Wheee! I’ll just pretend like it was there and we read it and nothing’s wrong. Now let’s go think about boobies some more! BOO-BEES! BOO-BEES!” And the more familiar your brain is with the work in question, the easier it is for it to fill in those gaps. It already knows what to expect, and it’s just waiting to jump in and save the day.
Our brains must be stopped before they kill again.
The easiest way to do this is, at each step of the creation and revision process, have someone ready look at the content with fresh eyes and no preconceptions. Simple as that. You wouldn't go get a second opinion from the doctor who just provided your first opinion, would you? So don’t do it here. Don't double-up on jobs, and don’t leave positions unfilled. The final product will be better for it.
Yeah, yeah, I know. Easier said than done. Finding good volunteers is tough and people flake out or have RL commitments all the time. So what then?
The nuclear option
When I got my first job in advertising, I was an idiot. Thankfully, my first creative director was not. A highly accomplished copywriter, she’d penned dozens of the brand slogans that had littered my youth. Suffice to say, she knew her stuff. (You’d probably know her stuff too, if you saw it.) And this was one of the first things she taught me: “Never, ever proofread your own work. But if you have to ...”
That’s right, she had a trick. A big red button on the wall of her brain that said, “PUSH ONLY IN CASE OF EMERGENCY.” You never want to proof your own work, but sometimes you don’t have a choice. Sometimes you’ve rewritten the copy deck five minutes before the big pitch and there’s no time to send it back for proofreading. That’s where the trick comes in.
Read it backwards.
Start at the very last word and read your way back until you hit the first. This strips away all meaning from the text — your brain isn’t leaping in with a guess as to what comes next — so you can focus on minutiae like spelling, punctuation, repeated words, etc.
This is a relatively laborious process, unfortunately, and it doesn’t scale well to an entire visual novel. But I mention it here in case you find yourself with a few lines or even a short script that needs a proofing pass and you’re the only one around to do it.
.it of habit a make don’t Just.
Full disclosure
By the way, I’ll be the first one to admit that v1.0 of the KoiRizo English patch has typos. In my role as editor, I tried to work as cleanly as possible, but over the course of 36,000+ lines — I figure that’s gotta be at least 250,000 words — a few foxes got into the henhouse. The team didn’t have any proofreaders, and the QC process wasn’t nearly as robust as had initially been hoped. (Zakamutt touches on that here.) But you know what? For all of that, I think the launch product came out comparatively clean. I still want to drink bleach and die every time I see a typo report, of course, but that comes with the territory.
And with any luck, there will be patch updates forthcoming that address some of these lingering issues. Which is good, since I’m running low on bleach. And lives.
-
Darbury got a reaction from billybob300c for a blog entry, Editors Are Not Proofraeders
If I could give you any two pieces of advice, gentle reader, they would be: don’t eat unopened mussels, and don’t proofread anything you’ve edited. Neither will end well for you.
I always scratch my head when I see a visual novel translation project with the same person listed as Editor and Proofreader. Or worse yet, Translator, Editor, and Proofreader. Or (and I know I’ve seen this at least once) Translator, TLC, Editor, and Proofreader. I’m all for DIY, but that's a disaster waiting to happen.
Here’s the rule: If you’ve touched a piece of copy in any one of these roles, it’s tainted for you in all others. Sorry, that’s just how it is. These jobs are meant to be a series of checks and balances to help ensure the quality and accuracy of the content. If a single person takes on two or more of these roles, you’ve got problems. If one or more of these positions goes completely unfilled, you’ve got problems.
It’s not that you wouldn’t be capable — many editors are amazing at proofreading, and tons of translators are wonderful at TLC — but once you’ve worked with the text in one capacity, your familiarity with it makes you far less effective in any other role.
Our stupid, stupid brains
Like so many things in life, it all comes down our stupid brains being more helpful than we want — kind of like an overeager toddler who just handed you your iPhone. In the shower. (Thank god for Applecare+.) Whenever our brains see a gap in content, they try to fill it whether we want them to or not. “Hi, I’m your brain. Hey, is there a word missing there? Can I make a fairly good guess as to what it is? Wheee! I’ll just pretend like it was there and we read it and nothing’s wrong. Now let’s go think about boobies some more! BOO-BEES! BOO-BEES!” And the more familiar your brain is with the work in question, the easier it is for it to fill in those gaps. It already knows what to expect, and it’s just waiting to jump in and save the day.
Our brains must be stopped before they kill again.
The easiest way to do this is, at each step of the creation and revision process, have someone ready look at the content with fresh eyes and no preconceptions. Simple as that. You wouldn't go get a second opinion from the doctor who just provided your first opinion, would you? So don’t do it here. Don't double-up on jobs, and don’t leave positions unfilled. The final product will be better for it.
Yeah, yeah, I know. Easier said than done. Finding good volunteers is tough and people flake out or have RL commitments all the time. So what then?
The nuclear option
When I got my first job in advertising, I was an idiot. Thankfully, my first creative director was not. A highly accomplished copywriter, she’d penned dozens of the brand slogans that had littered my youth. Suffice to say, she knew her stuff. (You’d probably know her stuff too, if you saw it.) And this was one of the first things she taught me: “Never, ever proofread your own work. But if you have to ...”
That’s right, she had a trick. A big red button on the wall of her brain that said, “PUSH ONLY IN CASE OF EMERGENCY.” You never want to proof your own work, but sometimes you don’t have a choice. Sometimes you’ve rewritten the copy deck five minutes before the big pitch and there’s no time to send it back for proofreading. That’s where the trick comes in.
Read it backwards.
Start at the very last word and read your way back until you hit the first. This strips away all meaning from the text — your brain isn’t leaping in with a guess as to what comes next — so you can focus on minutiae like spelling, punctuation, repeated words, etc.
This is a relatively laborious process, unfortunately, and it doesn’t scale well to an entire visual novel. But I mention it here in case you find yourself with a few lines or even a short script that needs a proofing pass and you’re the only one around to do it.
.it of habit a make don’t Just.
Full disclosure
By the way, I’ll be the first one to admit that v1.0 of the KoiRizo English patch has typos. In my role as editor, I tried to work as cleanly as possible, but over the course of 36,000+ lines — I figure that’s gotta be at least 250,000 words — a few foxes got into the henhouse. The team didn’t have any proofreaders, and the QC process wasn’t nearly as robust as had initially been hoped. (Zakamutt touches on that here.) But you know what? For all of that, I think the launch product came out comparatively clean. I still want to drink bleach and die every time I see a typo report, of course, but that comes with the territory.
And with any luck, there will be patch updates forthcoming that address some of these lingering issues. Which is good, since I’m running low on bleach. And lives.
-
Darbury got a reaction from Helvetica Standard for a blog entry, Editors Are Not Proofraeders
If I could give you any two pieces of advice, gentle reader, they would be: don’t eat unopened mussels, and don’t proofread anything you’ve edited. Neither will end well for you.
I always scratch my head when I see a visual novel translation project with the same person listed as Editor and Proofreader. Or worse yet, Translator, Editor, and Proofreader. Or (and I know I’ve seen this at least once) Translator, TLC, Editor, and Proofreader. I’m all for DIY, but that's a disaster waiting to happen.
Here’s the rule: If you’ve touched a piece of copy in any one of these roles, it’s tainted for you in all others. Sorry, that’s just how it is. These jobs are meant to be a series of checks and balances to help ensure the quality and accuracy of the content. If a single person takes on two or more of these roles, you’ve got problems. If one or more of these positions goes completely unfilled, you’ve got problems.
It’s not that you wouldn’t be capable — many editors are amazing at proofreading, and tons of translators are wonderful at TLC — but once you’ve worked with the text in one capacity, your familiarity with it makes you far less effective in any other role.
Our stupid, stupid brains
Like so many things in life, it all comes down our stupid brains being more helpful than we want — kind of like an overeager toddler who just handed you your iPhone. In the shower. (Thank god for Applecare+.) Whenever our brains see a gap in content, they try to fill it whether we want them to or not. “Hi, I’m your brain. Hey, is there a word missing there? Can I make a fairly good guess as to what it is? Wheee! I’ll just pretend like it was there and we read it and nothing’s wrong. Now let’s go think about boobies some more! BOO-BEES! BOO-BEES!” And the more familiar your brain is with the work in question, the easier it is for it to fill in those gaps. It already knows what to expect, and it’s just waiting to jump in and save the day.
Our brains must be stopped before they kill again.
The easiest way to do this is, at each step of the creation and revision process, have someone ready look at the content with fresh eyes and no preconceptions. Simple as that. You wouldn't go get a second opinion from the doctor who just provided your first opinion, would you? So don’t do it here. Don't double-up on jobs, and don’t leave positions unfilled. The final product will be better for it.
Yeah, yeah, I know. Easier said than done. Finding good volunteers is tough and people flake out or have RL commitments all the time. So what then?
The nuclear option
When I got my first job in advertising, I was an idiot. Thankfully, my first creative director was not. A highly accomplished copywriter, she’d penned dozens of the brand slogans that had littered my youth. Suffice to say, she knew her stuff. (You’d probably know her stuff too, if you saw it.) And this was one of the first things she taught me: “Never, ever proofread your own work. But if you have to ...”
That’s right, she had a trick. A big red button on the wall of her brain that said, “PUSH ONLY IN CASE OF EMERGENCY.” You never want to proof your own work, but sometimes you don’t have a choice. Sometimes you’ve rewritten the copy deck five minutes before the big pitch and there’s no time to send it back for proofreading. That’s where the trick comes in.
Read it backwards.
Start at the very last word and read your way back until you hit the first. This strips away all meaning from the text — your brain isn’t leaping in with a guess as to what comes next — so you can focus on minutiae like spelling, punctuation, repeated words, etc.
This is a relatively laborious process, unfortunately, and it doesn’t scale well to an entire visual novel. But I mention it here in case you find yourself with a few lines or even a short script that needs a proofing pass and you’re the only one around to do it.
.it of habit a make don’t Just.
Full disclosure
By the way, I’ll be the first one to admit that v1.0 of the KoiRizo English patch has typos. In my role as editor, I tried to work as cleanly as possible, but over the course of 36,000+ lines — I figure that’s gotta be at least 250,000 words — a few foxes got into the henhouse. The team didn’t have any proofreaders, and the QC process wasn’t nearly as robust as had initially been hoped. (Zakamutt touches on that here.) But you know what? For all of that, I think the launch product came out comparatively clean. I still want to drink bleach and die every time I see a typo report, of course, but that comes with the territory.
And with any luck, there will be patch updates forthcoming that address some of these lingering issues. Which is good, since I’m running low on bleach. And lives.
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Darbury got a reaction from Narcosis for a blog entry, Editors Are Not Proofraeders
If I could give you any two pieces of advice, gentle reader, they would be: don’t eat unopened mussels, and don’t proofread anything you’ve edited. Neither will end well for you.
I always scratch my head when I see a visual novel translation project with the same person listed as Editor and Proofreader. Or worse yet, Translator, Editor, and Proofreader. Or (and I know I’ve seen this at least once) Translator, TLC, Editor, and Proofreader. I’m all for DIY, but that's a disaster waiting to happen.
Here’s the rule: If you’ve touched a piece of copy in any one of these roles, it’s tainted for you in all others. Sorry, that’s just how it is. These jobs are meant to be a series of checks and balances to help ensure the quality and accuracy of the content. If a single person takes on two or more of these roles, you’ve got problems. If one or more of these positions goes completely unfilled, you’ve got problems.
It’s not that you wouldn’t be capable — many editors are amazing at proofreading, and tons of translators are wonderful at TLC — but once you’ve worked with the text in one capacity, your familiarity with it makes you far less effective in any other role.
Our stupid, stupid brains
Like so many things in life, it all comes down our stupid brains being more helpful than we want — kind of like an overeager toddler who just handed you your iPhone. In the shower. (Thank god for Applecare+.) Whenever our brains see a gap in content, they try to fill it whether we want them to or not. “Hi, I’m your brain. Hey, is there a word missing there? Can I make a fairly good guess as to what it is? Wheee! I’ll just pretend like it was there and we read it and nothing’s wrong. Now let’s go think about boobies some more! BOO-BEES! BOO-BEES!” And the more familiar your brain is with the work in question, the easier it is for it to fill in those gaps. It already knows what to expect, and it’s just waiting to jump in and save the day.
Our brains must be stopped before they kill again.
The easiest way to do this is, at each step of the creation and revision process, have someone ready look at the content with fresh eyes and no preconceptions. Simple as that. You wouldn't go get a second opinion from the doctor who just provided your first opinion, would you? So don’t do it here. Don't double-up on jobs, and don’t leave positions unfilled. The final product will be better for it.
Yeah, yeah, I know. Easier said than done. Finding good volunteers is tough and people flake out or have RL commitments all the time. So what then?
The nuclear option
When I got my first job in advertising, I was an idiot. Thankfully, my first creative director was not. A highly accomplished copywriter, she’d penned dozens of the brand slogans that had littered my youth. Suffice to say, she knew her stuff. (You’d probably know her stuff too, if you saw it.) And this was one of the first things she taught me: “Never, ever proofread your own work. But if you have to ...”
That’s right, she had a trick. A big red button on the wall of her brain that said, “PUSH ONLY IN CASE OF EMERGENCY.” You never want to proof your own work, but sometimes you don’t have a choice. Sometimes you’ve rewritten the copy deck five minutes before the big pitch and there’s no time to send it back for proofreading. That’s where the trick comes in.
Read it backwards.
Start at the very last word and read your way back until you hit the first. This strips away all meaning from the text — your brain isn’t leaping in with a guess as to what comes next — so you can focus on minutiae like spelling, punctuation, repeated words, etc.
This is a relatively laborious process, unfortunately, and it doesn’t scale well to an entire visual novel. But I mention it here in case you find yourself with a few lines or even a short script that needs a proofing pass and you’re the only one around to do it.
.it of habit a make don’t Just.
Full disclosure
By the way, I’ll be the first one to admit that v1.0 of the KoiRizo English patch has typos. In my role as editor, I tried to work as cleanly as possible, but over the course of 36,000+ lines — I figure that’s gotta be at least 250,000 words — a few foxes got into the henhouse. The team didn’t have any proofreaders, and the QC process wasn’t nearly as robust as had initially been hoped. (Zakamutt touches on that here.) But you know what? For all of that, I think the launch product came out comparatively clean. I still want to drink bleach and die every time I see a typo report, of course, but that comes with the territory.
And with any luck, there will be patch updates forthcoming that address some of these lingering issues. Which is good, since I’m running low on bleach. And lives.
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Darbury reacted to Zakamutt for a blog entry, Ameliorating Hyperprocrastination Death-spiral Syndrome
So, a while ago one of my contacts at the mental health clinic told me it might be a good idea for me to visit a counselor at same. I did, and then eventually rather a range of things happened. They are currently still happening, albeit somewhat slowly. My problem, as I described, was mostly […]
View the full article
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Darbury got a reaction from Darklord Rooke for a blog entry, Visual Novels and the Bechdel Test
As I was drinking my third cup of coffee this morning, it occurred to me that most non-otome or yaoi visual novels I can think of pass the Bechdel Test with flying colors. For those of you unfamiliar with it, the Bechdel Test requires that a work of fiction:
have at least two women in it who talk to each other about something besides a man. With obvious exceptions (Planetarian, etc.) most VNs have little trouble crossing this threshold — the casts are almost entirely female, and slice-of-life scenes are a staple of the genre. Meanwhile, nearly half of all American-made films don’t meet this same standard.
So to make things a little more interesting, I’d like to propose the Darbury Test™ (full name: “The Darbury Addendum to the Bechdel Test”). To get this particular merit badge, the VN in question must:
have at least two women in it who talk to each other about something besides a man, neither of whom ends up having sex with the main character. That’s right. If either one of them ends up with a red-hot ramrod crammed in one or more meat holes, crying out, “OH, YOU CAME SO MUCH!” — fail. Even if the action happens off-screen (e.g., in an all-ages version) — fail. Even if the woman in question is actually a demon/robot/vampire/catgirl/taco — fail.
Steins;Gate? Even that fails.
I can also think of a bunch of VNs that pass. Either way, it makes for an interesting thought experiment while you’re waiting for that next pot of coffee to finish brewing.
EDIT: Looks like the forum upgrade nuked all the styling of this post for a while. Sorry for the temporarily uncloaked spoilers.
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Darbury got a reaction from Darklord Rooke for a blog entry, VN Image Editing: The Skinny on Vertical Type
You know how you can translate Japanese far too literally and end up with stilted and nonsensical prose? It’s also possible reinterpret Japanese graphics far too literally and up with an illegible mess. Case in point: vertical type.
Japanese text is typically typeset one of two ways: the traditional tategaki style (characters arranged in vertical columns, read from right to left), or the more modern yokogaki style (characters arranged in horizontal rows, read left to right, as in English). When editing images for visual novels, you’ll usually be dealing with a lot of tategaki, but it’s possible you’ll encounter some yokogaki as well. Unless you just bought a pamphlet from that crazy guy hanging out beneath the subway stairs — Happy Birthday to Gravy! I’m Made of Bees! — you will literally never see English typeset this way. So how do you handle it when you do?
Typically, as long as you have the room, you’d set it the same as you would any other English text: horizontal, left to right, for maximum legibility. But what if you don’t have room? Particularly when dealing with UI elements, you might only have enough real estate for a single vertical column of characters. What then?
Grab it by the spine
Thankfully, generations of English-language typesetters have already solved this problem for us. Just walk over to your media shelf and look for yourself. See all those books, DVDs, video games you’ve got lined up there? Not only did you spend an obscene amount of money on those — seriously, how are you ever going to pay off your student loans this way? — but their spines all display titles the exact same way: horizontal type, rotated 90 degrees clockwise so that it reads from top to bottom. Any designer worth his or her salt will tell you that’s how it’s done.
So there’s your answer. Do that. You’re welcome.
But now you face a much bigger challenge: convincing non-designers that this is, in fact, the best approach.
The vertical smile frown
This came up once on a project where almost the entire UI was arranged in vertical lines of Japanese calligraphy. I’d painstakingly set hundreds of text elements in the correct bookspine-style, only to get a note back from the project lead asking that everything be re-typeset in the exact manner of the original Japanese, character stacked atop character.
Y
o
u
k
n
o
w
,
l
i
k
e
t
h
i
s
?
I’ve been a professional designer for enough years that, honestly, I forget not everyone gives much thought to why you don’t set type like this. So in that sense, the request didn’t annoy me; I understood the motivation behind it. But I did end up having to write a fairly lengthy defense of bookspine-style type as a result. Since I’m not the first person to face this problem, and I know I won’t be the last, I thought it might be useful to summarize a few of those points here.
If you’re an image editor, maybe it’ll give you ammunition to back up your case one day. If you’re working with an image editor, maybe it’ll provide some insight into the thought he or she puts into typesetting. If you’re my mom, maybe you’ll finally believe I learned something in college.
The End of the World as We Know It
Seeing is believing, so let’s try all the options and see for ourselves what works and what doesn’t. I’ve cropped in on a small slice from a hypothetical UI sprite sheet for our discussion. I’ve also simplified it, hiding all the various hover and active states, so all we’re dealing with is the vanilla text.
Here’s the original edited version:
For this project, we need a script/calligraphic type that will remain legible even at very small sizes. (I do all my VN reading on an 8” tablet, so I use that as my small-screen baseline.) We land on this font here, a clean Western script that still feels right at home among traditional Eastern design elements. And since you can see that some of the UI text runs very long — these are chapter titles, I imagine — compactness is also a consideration. This typeface handles that quite nicely.
Let’s see what happens if, rather than bookspine-style, we run these lines vertically:
What’s wrong here? More like, what isn’t?
It doesn’t fit: Unlike squarish Japanese characters, English letters tend to be taller than they are wide. This means if you stack them vertically, you’ll end up with something that eats up almost twice as much space as horizontal type. You’ll need to reduce the point size to make everything fit. Or worse yet, squish the letters vertically to compensate. Yuck.
It fights against the letterforms: This is a script face, so it slants rightward, one letter leading the eye into the next. Moreover, lowercase letters set in script often physically join to one another, as if written in a smooth, flowing hand. A vertical stack is antithetical to both of these: there is no “next” letter to lead the eye into, nor is there any adjoining character to connect to.
It looks like a gap-toothed palooka: Notice how some of the letter pairs almost overlap, while others have relatively large spaces between them. This is another reason English type wasn’t meant to stack vertically. Even though there’s exactly the same amount of space between the baseline of each letter, some have descenders (e.g., the “tails” of the letters y or q), some have ascenders (e.g., the “flagstaff” of the letters b or d), and some have neither (e.g., x or o). This gives the vertical type a drunken stagger-step of sorts, an ungainly visual gait that we’d like to avoid at all costs.
It doesn’t handle punctuation well: There’s no graceful way to handle periods, colons, and so forth in vertical type. You could center it below the last letter, as in the original Japanese, but that looks confusing in English. And how would you handle a possessive, like “Darbury’s cat”? Stacked vertically, it would look more like “Darbury, scat.” (Fine. See ya, ingrate.)
It’s borderline illegible: There’s been lots and lots of research into the science of how people read — how we recognize letters, words, and sentences. There’s a lot of pattern recognition going on in our brains and, for native speakers of Western languages, those patterns almost always work horizontally. Setting type vertically can literally slow down reading and comprehension speed by an order of magnitude.
So let’s be clear: this sucks. But there are a few things we can do to slightly minimize the suckage. First, let’s set everything in all caps. Like this
That eliminates our gap-tooth problem; uppercase letters don’t have ascenders or descenders, so all the letters now appear evenly spaced. But we’ve had to reduce the point size even further to make everything fit. (We started out at 20pt. We’re now at 12pt.) Also, our calligraphic type still slants to the right, making each letter feel like a drunk who leans against a wall only to find it isn’t there. We want a handwritten feel to the type, however, so we try switching to an upright block letter font instead:
This is pretty much as good as it’ll get ... and it’s still not great. It’s still hard to read, and we’ve had to sacrifice the elegance of a script typeface. But wait — it gets worse. Right now, these lines have lots of padding left and right, since I’ve hidden all the other elements on this sprite sheet. What happens when they sit closer together, as they probably will in-game. You get this:
I don’t know about you, but my brain wants to start reading horizontally adjacent words as sentences: “It birds and eye listen” Huh? It’s like trying to drive an SUV where the steering is constantly pulling to the right. It’s not what we’re looking for in a car, and it’s not what we’re looking for in our typesetting.
In short, vertically set text is a god-awful mess. Don’t use it. (Obligatory waffling: Okay, maybe if there’s one or two vertical buttons in the whole game. And maybe if they were really, really short — you know, like “SAVE” and “QUIT”? Maybe then you could get away with it. But otherwise, nononono a thousand times no.)
Introducing my backup singers
I’m not the only one preaching this gospel. These fine folks agree:
So the next time someone asks you to set vertical type, just say no. Then link to this blog post and tell ‘em Darbury told ya so.
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Darbury got a reaction from Narcosis for a blog entry, Visual Novels and the Bechdel Test
As I was drinking my third cup of coffee this morning, it occurred to me that most non-otome or yaoi visual novels I can think of pass the Bechdel Test with flying colors. For those of you unfamiliar with it, the Bechdel Test requires that a work of fiction:
have at least two women in it who talk to each other about something besides a man. With obvious exceptions (Planetarian, etc.) most VNs have little trouble crossing this threshold — the casts are almost entirely female, and slice-of-life scenes are a staple of the genre. Meanwhile, nearly half of all American-made films don’t meet this same standard.
So to make things a little more interesting, I’d like to propose the Darbury Test™ (full name: “The Darbury Addendum to the Bechdel Test”). To get this particular merit badge, the VN in question must:
have at least two women in it who talk to each other about something besides a man, neither of whom ends up having sex with the main character. That’s right. If either one of them ends up with a red-hot ramrod crammed in one or more meat holes, crying out, “OH, YOU CAME SO MUCH!” — fail. Even if the action happens off-screen (e.g., in an all-ages version) — fail. Even if the woman in question is actually a demon/robot/vampire/catgirl/taco — fail.
Steins;Gate? Even that fails.
I can also think of a bunch of VNs that pass. Either way, it makes for an interesting thought experiment while you’re waiting for that next pot of coffee to finish brewing.
EDIT: Looks like the forum upgrade nuked all the styling of this post for a while. Sorry for the temporarily uncloaked spoilers.
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Darbury got a reaction from Funnerific for a blog entry, Oh, The Jokes I Have Broke (Part 1 of ∞)
As any translator can probably tell you, Japanese jokes are a huge pain to capture in English. There are unfamiliar memes, cultural references, wordplay, riffs on kanji characters — none of which are particularly easy to convey to Western audiences. If you get lucky, a few nips and tucks in editing are all you need to make one of these unwieldy beasts work in English. If you get unlucky, however, you end up having to grab the rib spreader and do some major linguistic surgery.
Sometimes the patients pull through. Sometimes they die on the operating table. These are their stories.
Joke 1: Pearls before swine
In this scene from KoiRizo, Soutarou has just finished giving one of the girls a bit of helpful advice passed down to him by his grandfather. The raw translation is below:
Soutarou: “... That's the motto that they followed back then, I think. Well you know, according to my grandfather.”
Riho: “Your grandfather's ball bag?”
Soutarou: “A-Although I think that he got it from my grandmother...”
Riho: “Ha ...?!”
Soutarou: “...”
Riho: “I just said a really strange thing ―!”
Get it? Get it? No, of course you don’t. KoiRizo was intended as a literal translation, and read literally, this makes zero sense. At this point in my editing, the only choice I had was to go back to the original script, break out the Japanese > English dictionaries, and see if I could figure out what the hell was going on here.
As near as I could figure, Riho meant to use the word “chiebukuro” — literally, “sack of wisdom.” She intended to say something about Soutarou’s pop-pop being a pretty smart guy, chock full of good advice. Instead, she uses “tamafukuro” — literally, “ball sack.” You can understand Soutarou’s confusion when Riho starts talking about his grandfather’s wrinkly old nuts. Nice guy that he is, however, Souatrou tries to give her a graceful out, suggesting it was actually his grandmother who provided the advice. Riho realizes her error and is appropriately mortified.
Great. We’ve puzzled it out ... but at this point, the joke still doesn’t work in translation. “Sack of wisdom” isn’t a common English phrase, so the reader won’t catch the intended meaning behind Riho’s mistake. It just sounds like a plain old non sequitur right now. So our next task is to change her line to something that (1) works as a Freudian slip, (2) comes out of the blue, and (3) is sexually shocking enough to catch Soutarou off guard.
The version I eventually settled on ran something like this:
Soutarou: “... That was the common advice back then, I think. Well, you know, according to my grandfather.”
Riho: “Your grandfather must have really liked giving you pearl necklaces, huh?”
Soutarou: “A-Actually, it might have been my grandmother who liked giving out pearls of wisdom ...”
Riho: “Ha ...?!”
Soutarou: “...”
Riho: “I can’t believe I just said that ―!”
Here, we’ve keep the same basic structure, but rather than “sack of wisdom,” Riho tries (and fails) to say “pearls of wisdom,” a much more common English idiom. And now, rather than Grandpa’s gnarly ballsack, we have the even more shocking image of the old guy giving his grandson pearl necklaces on a regular basis. Soutarou still gets to save the day by pivoting to his grandmother, and then the rest of the joke plays out pretty much as originally written.
Does it work? I hope so, but one could just as easily argue that I broke it. It’s a different gag; there’s no doubting that. But at the end of the day, I’d rather have a joke that works and maintains the original’s spirit than one that’s accurate to a fault.
Joke 2: Deflowering the girls
Here’s a joke I know I broke during editing. Smashed it to the ground and danced on the pieces. In my defense, it was looking at me funny.
In the raw translation of this scene, resort manager Nagisa has just asked the staff to gather in their swimsuits for a big announcement:
Nagisa: “I have a reason for calling you all here like this today.”
Nagisa: “I'd like everyone to become the 'detergent' of the facilities.”
Sango: “Detergent? Us?”
Nagisa: “Oh, sorry. By detergent, I was referring more to advertising material.... In other words, I need you guys to photograph for an advertisement.”
Again, another joke that makes no sense when read literally. And the only TL note I had to go on said, “This translation won't work in English.” Agreed. So I hauled out the J>E dictionary again, but had much less luck this time. At best, I came away with a wisp of a shred of a guess. My hunch was that Nagisa was using one very specific meaning of the word “senzai”— the foremost part of a garden, the loveliest flowers intended to set the stage and entice visitors in deeper — and Sango interpreted it as another more common meaning of “senzai” — namely, detergent. Nagisa clarifies her meaning, everyone has a chuckle, and the scene continues.
I wasn’t sure if I was right — I’m an editor, not a translator — but lacking any better options, I decided to go with it. And I promptly flailed about like a clown being drowned in a bathtub. Right off the bat, I knew there weren’t any good English sound-alikes that would work here. So instead, I wrote about a dozen variations on garden and flower puns, but none of them managed to weave plausible misunderstanding with Nagisa’s actual meaning. Worse yet, they just weren’t funny.
Next, I tried a few bawdier versions, but quickly abandoned those as well. This scene is going to get more risqué in a minute, but throwing in a sex joke right now would be tipping our hand too soon. (In one draft, I had Nagisa say she wants the girls to be the hook that lures visitors to the island. Sango replies, “What?! You want us to hook for you?” — i.e., she thought her boss wanted to pimp them out as resort hookers.)
Having hit brick wall after brick wall, I decided to strip the joke down to its essence. What’s the basic structure here? Nagisa says she wants to use the girls to help sell the resort. Sango suffers a comic misunderstanding. Nagisa corrects her. The end. So that’s what I wrote:
Nagisa: “There’s a reason why I’ve called everyone here like this today.”
Nagisa: “I've decided to sell you.”
Sango: “Sell us? Is that even legal?”
Nagisa: “Oh, sorry. By ‘sell,’ I meant using you to help advertise the resort ... In layman’s terms, I need you guys to model for some publicity photos.”
We lose the poeticism of the original — that image of the girls as flowers drawing visitors in — but in exchange, we get something that actually works as wordplay in English while still delivering the necessary plot info (Nagisa’s marketing brainstorm). It’s still not a particularly hilarious gag, but then again, neither was the original.
In both examples, I ended up completely rewriting large chunks of each joke. And while I'm not entirely satisfied — I wish I could have kept more of the original language — I'm okay with the result. Editing is a balancing act. You want to remain as faithful to the original text as possible while maintaining the audience’s immersion in the work. If the reader suddenly comes across a joke that clearly doesn’t parse in English, that immersion is broken. They stop. They scroll back and re-read it a few times, trying to make sense of it. They wonder if they’re missing something, or if the TL team just messed it up. BAM. They’re now completely out of the world of the visual novel. The magic is broken.
Because magic is only magic until you notice the strings. Or that dead clown in the bathtub.
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Darbury got a reaction from Tay for a blog entry, VN Image Editing: The Skinny on Vertical Type
You know how you can translate Japanese far too literally and end up with stilted and nonsensical prose? It’s also possible reinterpret Japanese graphics far too literally and up with an illegible mess. Case in point: vertical type.
Japanese text is typically typeset one of two ways: the traditional tategaki style (characters arranged in vertical columns, read from right to left), or the more modern yokogaki style (characters arranged in horizontal rows, read left to right, as in English). When editing images for visual novels, you’ll usually be dealing with a lot of tategaki, but it’s possible you’ll encounter some yokogaki as well. Unless you just bought a pamphlet from that crazy guy hanging out beneath the subway stairs — Happy Birthday to Gravy! I’m Made of Bees! — you will literally never see English typeset this way. So how do you handle it when you do?
Typically, as long as you have the room, you’d set it the same as you would any other English text: horizontal, left to right, for maximum legibility. But what if you don’t have room? Particularly when dealing with UI elements, you might only have enough real estate for a single vertical column of characters. What then?
Grab it by the spine
Thankfully, generations of English-language typesetters have already solved this problem for us. Just walk over to your media shelf and look for yourself. See all those books, DVDs, video games you’ve got lined up there? Not only did you spend an obscene amount of money on those — seriously, how are you ever going to pay off your student loans this way? — but their spines all display titles the exact same way: horizontal type, rotated 90 degrees clockwise so that it reads from top to bottom. Any designer worth his or her salt will tell you that’s how it’s done.
So there’s your answer. Do that. You’re welcome.
But now you face a much bigger challenge: convincing non-designers that this is, in fact, the best approach.
The vertical smile frown
This came up once on a project where almost the entire UI was arranged in vertical lines of Japanese calligraphy. I’d painstakingly set hundreds of text elements in the correct bookspine-style, only to get a note back from the project lead asking that everything be re-typeset in the exact manner of the original Japanese, character stacked atop character.
Y
o
u
k
n
o
w
,
l
i
k
e
t
h
i
s
?
I’ve been a professional designer for enough years that, honestly, I forget not everyone gives much thought to why you don’t set type like this. So in that sense, the request didn’t annoy me; I understood the motivation behind it. But I did end up having to write a fairly lengthy defense of bookspine-style type as a result. Since I’m not the first person to face this problem, and I know I won’t be the last, I thought it might be useful to summarize a few of those points here.
If you’re an image editor, maybe it’ll give you ammunition to back up your case one day. If you’re working with an image editor, maybe it’ll provide some insight into the thought he or she puts into typesetting. If you’re my mom, maybe you’ll finally believe I learned something in college.
The End of the World as We Know It
Seeing is believing, so let’s try all the options and see for ourselves what works and what doesn’t. I’ve cropped in on a small slice from a hypothetical UI sprite sheet for our discussion. I’ve also simplified it, hiding all the various hover and active states, so all we’re dealing with is the vanilla text.
Here’s the original edited version:
For this project, we need a script/calligraphic type that will remain legible even at very small sizes. (I do all my VN reading on an 8” tablet, so I use that as my small-screen baseline.) We land on this font here, a clean Western script that still feels right at home among traditional Eastern design elements. And since you can see that some of the UI text runs very long — these are chapter titles, I imagine — compactness is also a consideration. This typeface handles that quite nicely.
Let’s see what happens if, rather than bookspine-style, we run these lines vertically:
What’s wrong here? More like, what isn’t?
It doesn’t fit: Unlike squarish Japanese characters, English letters tend to be taller than they are wide. This means if you stack them vertically, you’ll end up with something that eats up almost twice as much space as horizontal type. You’ll need to reduce the point size to make everything fit. Or worse yet, squish the letters vertically to compensate. Yuck.
It fights against the letterforms: This is a script face, so it slants rightward, one letter leading the eye into the next. Moreover, lowercase letters set in script often physically join to one another, as if written in a smooth, flowing hand. A vertical stack is antithetical to both of these: there is no “next” letter to lead the eye into, nor is there any adjoining character to connect to.
It looks like a gap-toothed palooka: Notice how some of the letter pairs almost overlap, while others have relatively large spaces between them. This is another reason English type wasn’t meant to stack vertically. Even though there’s exactly the same amount of space between the baseline of each letter, some have descenders (e.g., the “tails” of the letters y or q), some have ascenders (e.g., the “flagstaff” of the letters b or d), and some have neither (e.g., x or o). This gives the vertical type a drunken stagger-step of sorts, an ungainly visual gait that we’d like to avoid at all costs.
It doesn’t handle punctuation well: There’s no graceful way to handle periods, colons, and so forth in vertical type. You could center it below the last letter, as in the original Japanese, but that looks confusing in English. And how would you handle a possessive, like “Darbury’s cat”? Stacked vertically, it would look more like “Darbury, scat.” (Fine. See ya, ingrate.)
It’s borderline illegible: There’s been lots and lots of research into the science of how people read — how we recognize letters, words, and sentences. There’s a lot of pattern recognition going on in our brains and, for native speakers of Western languages, those patterns almost always work horizontally. Setting type vertically can literally slow down reading and comprehension speed by an order of magnitude.
So let’s be clear: this sucks. But there are a few things we can do to slightly minimize the suckage. First, let’s set everything in all caps. Like this
That eliminates our gap-tooth problem; uppercase letters don’t have ascenders or descenders, so all the letters now appear evenly spaced. But we’ve had to reduce the point size even further to make everything fit. (We started out at 20pt. We’re now at 12pt.) Also, our calligraphic type still slants to the right, making each letter feel like a drunk who leans against a wall only to find it isn’t there. We want a handwritten feel to the type, however, so we try switching to an upright block letter font instead:
This is pretty much as good as it’ll get ... and it’s still not great. It’s still hard to read, and we’ve had to sacrifice the elegance of a script typeface. But wait — it gets worse. Right now, these lines have lots of padding left and right, since I’ve hidden all the other elements on this sprite sheet. What happens when they sit closer together, as they probably will in-game. You get this:
I don’t know about you, but my brain wants to start reading horizontally adjacent words as sentences: “It birds and eye listen” Huh? It’s like trying to drive an SUV where the steering is constantly pulling to the right. It’s not what we’re looking for in a car, and it’s not what we’re looking for in our typesetting.
In short, vertically set text is a god-awful mess. Don’t use it. (Obligatory waffling: Okay, maybe if there’s one or two vertical buttons in the whole game. And maybe if they were really, really short — you know, like “SAVE” and “QUIT”? Maybe then you could get away with it. But otherwise, nononono a thousand times no.)
Introducing my backup singers
I’m not the only one preaching this gospel. These fine folks agree:
So the next time someone asks you to set vertical type, just say no. Then link to this blog post and tell ‘em Darbury told ya so.
-
Darbury got a reaction from Deep Blue for a blog entry, VN Image Editing: The Skinny on Vertical Type
You know how you can translate Japanese far too literally and end up with stilted and nonsensical prose? It’s also possible reinterpret Japanese graphics far too literally and up with an illegible mess. Case in point: vertical type.
Japanese text is typically typeset one of two ways: the traditional tategaki style (characters arranged in vertical columns, read from right to left), or the more modern yokogaki style (characters arranged in horizontal rows, read left to right, as in English). When editing images for visual novels, you’ll usually be dealing with a lot of tategaki, but it’s possible you’ll encounter some yokogaki as well. Unless you just bought a pamphlet from that crazy guy hanging out beneath the subway stairs — Happy Birthday to Gravy! I’m Made of Bees! — you will literally never see English typeset this way. So how do you handle it when you do?
Typically, as long as you have the room, you’d set it the same as you would any other English text: horizontal, left to right, for maximum legibility. But what if you don’t have room? Particularly when dealing with UI elements, you might only have enough real estate for a single vertical column of characters. What then?
Grab it by the spine
Thankfully, generations of English-language typesetters have already solved this problem for us. Just walk over to your media shelf and look for yourself. See all those books, DVDs, video games you’ve got lined up there? Not only did you spend an obscene amount of money on those — seriously, how are you ever going to pay off your student loans this way? — but their spines all display titles the exact same way: horizontal type, rotated 90 degrees clockwise so that it reads from top to bottom. Any designer worth his or her salt will tell you that’s how it’s done.
So there’s your answer. Do that. You’re welcome.
But now you face a much bigger challenge: convincing non-designers that this is, in fact, the best approach.
The vertical smile frown
This came up once on a project where almost the entire UI was arranged in vertical lines of Japanese calligraphy. I’d painstakingly set hundreds of text elements in the correct bookspine-style, only to get a note back from the project lead asking that everything be re-typeset in the exact manner of the original Japanese, character stacked atop character.
Y
o
u
k
n
o
w
,
l
i
k
e
t
h
i
s
?
I’ve been a professional designer for enough years that, honestly, I forget not everyone gives much thought to why you don’t set type like this. So in that sense, the request didn’t annoy me; I understood the motivation behind it. But I did end up having to write a fairly lengthy defense of bookspine-style type as a result. Since I’m not the first person to face this problem, and I know I won’t be the last, I thought it might be useful to summarize a few of those points here.
If you’re an image editor, maybe it’ll give you ammunition to back up your case one day. If you’re working with an image editor, maybe it’ll provide some insight into the thought he or she puts into typesetting. If you’re my mom, maybe you’ll finally believe I learned something in college.
The End of the World as We Know It
Seeing is believing, so let’s try all the options and see for ourselves what works and what doesn’t. I’ve cropped in on a small slice from a hypothetical UI sprite sheet for our discussion. I’ve also simplified it, hiding all the various hover and active states, so all we’re dealing with is the vanilla text.
Here’s the original edited version:
For this project, we need a script/calligraphic type that will remain legible even at very small sizes. (I do all my VN reading on an 8” tablet, so I use that as my small-screen baseline.) We land on this font here, a clean Western script that still feels right at home among traditional Eastern design elements. And since you can see that some of the UI text runs very long — these are chapter titles, I imagine — compactness is also a consideration. This typeface handles that quite nicely.
Let’s see what happens if, rather than bookspine-style, we run these lines vertically:
What’s wrong here? More like, what isn’t?
It doesn’t fit: Unlike squarish Japanese characters, English letters tend to be taller than they are wide. This means if you stack them vertically, you’ll end up with something that eats up almost twice as much space as horizontal type. You’ll need to reduce the point size to make everything fit. Or worse yet, squish the letters vertically to compensate. Yuck.
It fights against the letterforms: This is a script face, so it slants rightward, one letter leading the eye into the next. Moreover, lowercase letters set in script often physically join to one another, as if written in a smooth, flowing hand. A vertical stack is antithetical to both of these: there is no “next” letter to lead the eye into, nor is there any adjoining character to connect to.
It looks like a gap-toothed palooka: Notice how some of the letter pairs almost overlap, while others have relatively large spaces between them. This is another reason English type wasn’t meant to stack vertically. Even though there’s exactly the same amount of space between the baseline of each letter, some have descenders (e.g., the “tails” of the letters y or q), some have ascenders (e.g., the “flagstaff” of the letters b or d), and some have neither (e.g., x or o). This gives the vertical type a drunken stagger-step of sorts, an ungainly visual gait that we’d like to avoid at all costs.
It doesn’t handle punctuation well: There’s no graceful way to handle periods, colons, and so forth in vertical type. You could center it below the last letter, as in the original Japanese, but that looks confusing in English. And how would you handle a possessive, like “Darbury’s cat”? Stacked vertically, it would look more like “Darbury, scat.” (Fine. See ya, ingrate.)
It’s borderline illegible: There’s been lots and lots of research into the science of how people read — how we recognize letters, words, and sentences. There’s a lot of pattern recognition going on in our brains and, for native speakers of Western languages, those patterns almost always work horizontally. Setting type vertically can literally slow down reading and comprehension speed by an order of magnitude.
So let’s be clear: this sucks. But there are a few things we can do to slightly minimize the suckage. First, let’s set everything in all caps. Like this
That eliminates our gap-tooth problem; uppercase letters don’t have ascenders or descenders, so all the letters now appear evenly spaced. But we’ve had to reduce the point size even further to make everything fit. (We started out at 20pt. We’re now at 12pt.) Also, our calligraphic type still slants to the right, making each letter feel like a drunk who leans against a wall only to find it isn’t there. We want a handwritten feel to the type, however, so we try switching to an upright block letter font instead:
This is pretty much as good as it’ll get ... and it’s still not great. It’s still hard to read, and we’ve had to sacrifice the elegance of a script typeface. But wait — it gets worse. Right now, these lines have lots of padding left and right, since I’ve hidden all the other elements on this sprite sheet. What happens when they sit closer together, as they probably will in-game. You get this:
I don’t know about you, but my brain wants to start reading horizontally adjacent words as sentences: “It birds and eye listen” Huh? It’s like trying to drive an SUV where the steering is constantly pulling to the right. It’s not what we’re looking for in a car, and it’s not what we’re looking for in our typesetting.
In short, vertically set text is a god-awful mess. Don’t use it. (Obligatory waffling: Okay, maybe if there’s one or two vertical buttons in the whole game. And maybe if they were really, really short — you know, like “SAVE” and “QUIT”? Maybe then you could get away with it. But otherwise, nononono a thousand times no.)
Introducing my backup singers
I’m not the only one preaching this gospel. These fine folks agree:
So the next time someone asks you to set vertical type, just say no. Then link to this blog post and tell ‘em Darbury told ya so.
-
Darbury got a reaction from Helvetica Standard for a blog entry, VN Image Editing: The Skinny on Vertical Type
You know how you can translate Japanese far too literally and end up with stilted and nonsensical prose? It’s also possible reinterpret Japanese graphics far too literally and up with an illegible mess. Case in point: vertical type.
Japanese text is typically typeset one of two ways: the traditional tategaki style (characters arranged in vertical columns, read from right to left), or the more modern yokogaki style (characters arranged in horizontal rows, read left to right, as in English). When editing images for visual novels, you’ll usually be dealing with a lot of tategaki, but it’s possible you’ll encounter some yokogaki as well. Unless you just bought a pamphlet from that crazy guy hanging out beneath the subway stairs — Happy Birthday to Gravy! I’m Made of Bees! — you will literally never see English typeset this way. So how do you handle it when you do?
Typically, as long as you have the room, you’d set it the same as you would any other English text: horizontal, left to right, for maximum legibility. But what if you don’t have room? Particularly when dealing with UI elements, you might only have enough real estate for a single vertical column of characters. What then?
Grab it by the spine
Thankfully, generations of English-language typesetters have already solved this problem for us. Just walk over to your media shelf and look for yourself. See all those books, DVDs, video games you’ve got lined up there? Not only did you spend an obscene amount of money on those — seriously, how are you ever going to pay off your student loans this way? — but their spines all display titles the exact same way: horizontal type, rotated 90 degrees clockwise so that it reads from top to bottom. Any designer worth his or her salt will tell you that’s how it’s done.
So there’s your answer. Do that. You’re welcome.
But now you face a much bigger challenge: convincing non-designers that this is, in fact, the best approach.
The vertical smile frown
This came up once on a project where almost the entire UI was arranged in vertical lines of Japanese calligraphy. I’d painstakingly set hundreds of text elements in the correct bookspine-style, only to get a note back from the project lead asking that everything be re-typeset in the exact manner of the original Japanese, character stacked atop character.
Y
o
u
k
n
o
w
,
l
i
k
e
t
h
i
s
?
I’ve been a professional designer for enough years that, honestly, I forget not everyone gives much thought to why you don’t set type like this. So in that sense, the request didn’t annoy me; I understood the motivation behind it. But I did end up having to write a fairly lengthy defense of bookspine-style type as a result. Since I’m not the first person to face this problem, and I know I won’t be the last, I thought it might be useful to summarize a few of those points here.
If you’re an image editor, maybe it’ll give you ammunition to back up your case one day. If you’re working with an image editor, maybe it’ll provide some insight into the thought he or she puts into typesetting. If you’re my mom, maybe you’ll finally believe I learned something in college.
The End of the World as We Know It
Seeing is believing, so let’s try all the options and see for ourselves what works and what doesn’t. I’ve cropped in on a small slice from a hypothetical UI sprite sheet for our discussion. I’ve also simplified it, hiding all the various hover and active states, so all we’re dealing with is the vanilla text.
Here’s the original edited version:
For this project, we need a script/calligraphic type that will remain legible even at very small sizes. (I do all my VN reading on an 8” tablet, so I use that as my small-screen baseline.) We land on this font here, a clean Western script that still feels right at home among traditional Eastern design elements. And since you can see that some of the UI text runs very long — these are chapter titles, I imagine — compactness is also a consideration. This typeface handles that quite nicely.
Let’s see what happens if, rather than bookspine-style, we run these lines vertically:
What’s wrong here? More like, what isn’t?
It doesn’t fit: Unlike squarish Japanese characters, English letters tend to be taller than they are wide. This means if you stack them vertically, you’ll end up with something that eats up almost twice as much space as horizontal type. You’ll need to reduce the point size to make everything fit. Or worse yet, squish the letters vertically to compensate. Yuck.
It fights against the letterforms: This is a script face, so it slants rightward, one letter leading the eye into the next. Moreover, lowercase letters set in script often physically join to one another, as if written in a smooth, flowing hand. A vertical stack is antithetical to both of these: there is no “next” letter to lead the eye into, nor is there any adjoining character to connect to.
It looks like a gap-toothed palooka: Notice how some of the letter pairs almost overlap, while others have relatively large spaces between them. This is another reason English type wasn’t meant to stack vertically. Even though there’s exactly the same amount of space between the baseline of each letter, some have descenders (e.g., the “tails” of the letters y or q), some have ascenders (e.g., the “flagstaff” of the letters b or d), and some have neither (e.g., x or o). This gives the vertical type a drunken stagger-step of sorts, an ungainly visual gait that we’d like to avoid at all costs.
It doesn’t handle punctuation well: There’s no graceful way to handle periods, colons, and so forth in vertical type. You could center it below the last letter, as in the original Japanese, but that looks confusing in English. And how would you handle a possessive, like “Darbury’s cat”? Stacked vertically, it would look more like “Darbury, scat.” (Fine. See ya, ingrate.)
It’s borderline illegible: There’s been lots and lots of research into the science of how people read — how we recognize letters, words, and sentences. There’s a lot of pattern recognition going on in our brains and, for native speakers of Western languages, those patterns almost always work horizontally. Setting type vertically can literally slow down reading and comprehension speed by an order of magnitude.
So let’s be clear: this sucks. But there are a few things we can do to slightly minimize the suckage. First, let’s set everything in all caps. Like this
That eliminates our gap-tooth problem; uppercase letters don’t have ascenders or descenders, so all the letters now appear evenly spaced. But we’ve had to reduce the point size even further to make everything fit. (We started out at 20pt. We’re now at 12pt.) Also, our calligraphic type still slants to the right, making each letter feel like a drunk who leans against a wall only to find it isn’t there. We want a handwritten feel to the type, however, so we try switching to an upright block letter font instead:
This is pretty much as good as it’ll get ... and it’s still not great. It’s still hard to read, and we’ve had to sacrifice the elegance of a script typeface. But wait — it gets worse. Right now, these lines have lots of padding left and right, since I’ve hidden all the other elements on this sprite sheet. What happens when they sit closer together, as they probably will in-game. You get this:
I don’t know about you, but my brain wants to start reading horizontally adjacent words as sentences: “It birds and eye listen” Huh? It’s like trying to drive an SUV where the steering is constantly pulling to the right. It’s not what we’re looking for in a car, and it’s not what we’re looking for in our typesetting.
In short, vertically set text is a god-awful mess. Don’t use it. (Obligatory waffling: Okay, maybe if there’s one or two vertical buttons in the whole game. And maybe if they were really, really short — you know, like “SAVE” and “QUIT”? Maybe then you could get away with it. But otherwise, nononono a thousand times no.)
Introducing my backup singers
I’m not the only one preaching this gospel. These fine folks agree:
So the next time someone asks you to set vertical type, just say no. Then link to this blog post and tell ‘em Darbury told ya so.
-
Darbury got a reaction from Narcosis for a blog entry, VN Image Editing: The Skinny on Vertical Type
You know how you can translate Japanese far too literally and end up with stilted and nonsensical prose? It’s also possible reinterpret Japanese graphics far too literally and up with an illegible mess. Case in point: vertical type.
Japanese text is typically typeset one of two ways: the traditional tategaki style (characters arranged in vertical columns, read from right to left), or the more modern yokogaki style (characters arranged in horizontal rows, read left to right, as in English). When editing images for visual novels, you’ll usually be dealing with a lot of tategaki, but it’s possible you’ll encounter some yokogaki as well. Unless you just bought a pamphlet from that crazy guy hanging out beneath the subway stairs — Happy Birthday to Gravy! I’m Made of Bees! — you will literally never see English typeset this way. So how do you handle it when you do?
Typically, as long as you have the room, you’d set it the same as you would any other English text: horizontal, left to right, for maximum legibility. But what if you don’t have room? Particularly when dealing with UI elements, you might only have enough real estate for a single vertical column of characters. What then?
Grab it by the spine
Thankfully, generations of English-language typesetters have already solved this problem for us. Just walk over to your media shelf and look for yourself. See all those books, DVDs, video games you’ve got lined up there? Not only did you spend an obscene amount of money on those — seriously, how are you ever going to pay off your student loans this way? — but their spines all display titles the exact same way: horizontal type, rotated 90 degrees clockwise so that it reads from top to bottom. Any designer worth his or her salt will tell you that’s how it’s done.
So there’s your answer. Do that. You’re welcome.
But now you face a much bigger challenge: convincing non-designers that this is, in fact, the best approach.
The vertical smile frown
This came up once on a project where almost the entire UI was arranged in vertical lines of Japanese calligraphy. I’d painstakingly set hundreds of text elements in the correct bookspine-style, only to get a note back from the project lead asking that everything be re-typeset in the exact manner of the original Japanese, character stacked atop character.
Y
o
u
k
n
o
w
,
l
i
k
e
t
h
i
s
?
I’ve been a professional designer for enough years that, honestly, I forget not everyone gives much thought to why you don’t set type like this. So in that sense, the request didn’t annoy me; I understood the motivation behind it. But I did end up having to write a fairly lengthy defense of bookspine-style type as a result. Since I’m not the first person to face this problem, and I know I won’t be the last, I thought it might be useful to summarize a few of those points here.
If you’re an image editor, maybe it’ll give you ammunition to back up your case one day. If you’re working with an image editor, maybe it’ll provide some insight into the thought he or she puts into typesetting. If you’re my mom, maybe you’ll finally believe I learned something in college.
The End of the World as We Know It
Seeing is believing, so let’s try all the options and see for ourselves what works and what doesn’t. I’ve cropped in on a small slice from a hypothetical UI sprite sheet for our discussion. I’ve also simplified it, hiding all the various hover and active states, so all we’re dealing with is the vanilla text.
Here’s the original edited version:
For this project, we need a script/calligraphic type that will remain legible even at very small sizes. (I do all my VN reading on an 8” tablet, so I use that as my small-screen baseline.) We land on this font here, a clean Western script that still feels right at home among traditional Eastern design elements. And since you can see that some of the UI text runs very long — these are chapter titles, I imagine — compactness is also a consideration. This typeface handles that quite nicely.
Let’s see what happens if, rather than bookspine-style, we run these lines vertically:
What’s wrong here? More like, what isn’t?
It doesn’t fit: Unlike squarish Japanese characters, English letters tend to be taller than they are wide. This means if you stack them vertically, you’ll end up with something that eats up almost twice as much space as horizontal type. You’ll need to reduce the point size to make everything fit. Or worse yet, squish the letters vertically to compensate. Yuck.
It fights against the letterforms: This is a script face, so it slants rightward, one letter leading the eye into the next. Moreover, lowercase letters set in script often physically join to one another, as if written in a smooth, flowing hand. A vertical stack is antithetical to both of these: there is no “next” letter to lead the eye into, nor is there any adjoining character to connect to.
It looks like a gap-toothed palooka: Notice how some of the letter pairs almost overlap, while others have relatively large spaces between them. This is another reason English type wasn’t meant to stack vertically. Even though there’s exactly the same amount of space between the baseline of each letter, some have descenders (e.g., the “tails” of the letters y or q), some have ascenders (e.g., the “flagstaff” of the letters b or d), and some have neither (e.g., x or o). This gives the vertical type a drunken stagger-step of sorts, an ungainly visual gait that we’d like to avoid at all costs.
It doesn’t handle punctuation well: There’s no graceful way to handle periods, colons, and so forth in vertical type. You could center it below the last letter, as in the original Japanese, but that looks confusing in English. And how would you handle a possessive, like “Darbury’s cat”? Stacked vertically, it would look more like “Darbury, scat.” (Fine. See ya, ingrate.)
It’s borderline illegible: There’s been lots and lots of research into the science of how people read — how we recognize letters, words, and sentences. There’s a lot of pattern recognition going on in our brains and, for native speakers of Western languages, those patterns almost always work horizontally. Setting type vertically can literally slow down reading and comprehension speed by an order of magnitude.
So let’s be clear: this sucks. But there are a few things we can do to slightly minimize the suckage. First, let’s set everything in all caps. Like this
That eliminates our gap-tooth problem; uppercase letters don’t have ascenders or descenders, so all the letters now appear evenly spaced. But we’ve had to reduce the point size even further to make everything fit. (We started out at 20pt. We’re now at 12pt.) Also, our calligraphic type still slants to the right, making each letter feel like a drunk who leans against a wall only to find it isn’t there. We want a handwritten feel to the type, however, so we try switching to an upright block letter font instead:
This is pretty much as good as it’ll get ... and it’s still not great. It’s still hard to read, and we’ve had to sacrifice the elegance of a script typeface. But wait — it gets worse. Right now, these lines have lots of padding left and right, since I’ve hidden all the other elements on this sprite sheet. What happens when they sit closer together, as they probably will in-game. You get this:
I don’t know about you, but my brain wants to start reading horizontally adjacent words as sentences: “It birds and eye listen” Huh? It’s like trying to drive an SUV where the steering is constantly pulling to the right. It’s not what we’re looking for in a car, and it’s not what we’re looking for in our typesetting.
In short, vertically set text is a god-awful mess. Don’t use it. (Obligatory waffling: Okay, maybe if there’s one or two vertical buttons in the whole game. And maybe if they were really, really short — you know, like “SAVE” and “QUIT”? Maybe then you could get away with it. But otherwise, nononono a thousand times no.)
Introducing my backup singers
I’m not the only one preaching this gospel. These fine folks agree:
So the next time someone asks you to set vertical type, just say no. Then link to this blog post and tell ‘em Darbury told ya so.
-
Darbury got a reaction from akaritan for a blog entry, VN Image Editing: The Skinny on Vertical Type
You know how you can translate Japanese far too literally and end up with stilted and nonsensical prose? It’s also possible reinterpret Japanese graphics far too literally and up with an illegible mess. Case in point: vertical type.
Japanese text is typically typeset one of two ways: the traditional tategaki style (characters arranged in vertical columns, read from right to left), or the more modern yokogaki style (characters arranged in horizontal rows, read left to right, as in English). When editing images for visual novels, you’ll usually be dealing with a lot of tategaki, but it’s possible you’ll encounter some yokogaki as well. Unless you just bought a pamphlet from that crazy guy hanging out beneath the subway stairs — Happy Birthday to Gravy! I’m Made of Bees! — you will literally never see English typeset this way. So how do you handle it when you do?
Typically, as long as you have the room, you’d set it the same as you would any other English text: horizontal, left to right, for maximum legibility. But what if you don’t have room? Particularly when dealing with UI elements, you might only have enough real estate for a single vertical column of characters. What then?
Grab it by the spine
Thankfully, generations of English-language typesetters have already solved this problem for us. Just walk over to your media shelf and look for yourself. See all those books, DVDs, video games you’ve got lined up there? Not only did you spend an obscene amount of money on those — seriously, how are you ever going to pay off your student loans this way? — but their spines all display titles the exact same way: horizontal type, rotated 90 degrees clockwise so that it reads from top to bottom. Any designer worth his or her salt will tell you that’s how it’s done.
So there’s your answer. Do that. You’re welcome.
But now you face a much bigger challenge: convincing non-designers that this is, in fact, the best approach.
The vertical smile frown
This came up once on a project where almost the entire UI was arranged in vertical lines of Japanese calligraphy. I’d painstakingly set hundreds of text elements in the correct bookspine-style, only to get a note back from the project lead asking that everything be re-typeset in the exact manner of the original Japanese, character stacked atop character.
Y
o
u
k
n
o
w
,
l
i
k
e
t
h
i
s
?
I’ve been a professional designer for enough years that, honestly, I forget not everyone gives much thought to why you don’t set type like this. So in that sense, the request didn’t annoy me; I understood the motivation behind it. But I did end up having to write a fairly lengthy defense of bookspine-style type as a result. Since I’m not the first person to face this problem, and I know I won’t be the last, I thought it might be useful to summarize a few of those points here.
If you’re an image editor, maybe it’ll give you ammunition to back up your case one day. If you’re working with an image editor, maybe it’ll provide some insight into the thought he or she puts into typesetting. If you’re my mom, maybe you’ll finally believe I learned something in college.
The End of the World as We Know It
Seeing is believing, so let’s try all the options and see for ourselves what works and what doesn’t. I’ve cropped in on a small slice from a hypothetical UI sprite sheet for our discussion. I’ve also simplified it, hiding all the various hover and active states, so all we’re dealing with is the vanilla text.
Here’s the original edited version:
For this project, we need a script/calligraphic type that will remain legible even at very small sizes. (I do all my VN reading on an 8” tablet, so I use that as my small-screen baseline.) We land on this font here, a clean Western script that still feels right at home among traditional Eastern design elements. And since you can see that some of the UI text runs very long — these are chapter titles, I imagine — compactness is also a consideration. This typeface handles that quite nicely.
Let’s see what happens if, rather than bookspine-style, we run these lines vertically:
What’s wrong here? More like, what isn’t?
It doesn’t fit: Unlike squarish Japanese characters, English letters tend to be taller than they are wide. This means if you stack them vertically, you’ll end up with something that eats up almost twice as much space as horizontal type. You’ll need to reduce the point size to make everything fit. Or worse yet, squish the letters vertically to compensate. Yuck.
It fights against the letterforms: This is a script face, so it slants rightward, one letter leading the eye into the next. Moreover, lowercase letters set in script often physically join to one another, as if written in a smooth, flowing hand. A vertical stack is antithetical to both of these: there is no “next” letter to lead the eye into, nor is there any adjoining character to connect to.
It looks like a gap-toothed palooka: Notice how some of the letter pairs almost overlap, while others have relatively large spaces between them. This is another reason English type wasn’t meant to stack vertically. Even though there’s exactly the same amount of space between the baseline of each letter, some have descenders (e.g., the “tails” of the letters y or q), some have ascenders (e.g., the “flagstaff” of the letters b or d), and some have neither (e.g., x or o). This gives the vertical type a drunken stagger-step of sorts, an ungainly visual gait that we’d like to avoid at all costs.
It doesn’t handle punctuation well: There’s no graceful way to handle periods, colons, and so forth in vertical type. You could center it below the last letter, as in the original Japanese, but that looks confusing in English. And how would you handle a possessive, like “Darbury’s cat”? Stacked vertically, it would look more like “Darbury, scat.” (Fine. See ya, ingrate.)
It’s borderline illegible: There’s been lots and lots of research into the science of how people read — how we recognize letters, words, and sentences. There’s a lot of pattern recognition going on in our brains and, for native speakers of Western languages, those patterns almost always work horizontally. Setting type vertically can literally slow down reading and comprehension speed by an order of magnitude.
So let’s be clear: this sucks. But there are a few things we can do to slightly minimize the suckage. First, let’s set everything in all caps. Like this
That eliminates our gap-tooth problem; uppercase letters don’t have ascenders or descenders, so all the letters now appear evenly spaced. But we’ve had to reduce the point size even further to make everything fit. (We started out at 20pt. We’re now at 12pt.) Also, our calligraphic type still slants to the right, making each letter feel like a drunk who leans against a wall only to find it isn’t there. We want a handwritten feel to the type, however, so we try switching to an upright block letter font instead:
This is pretty much as good as it’ll get ... and it’s still not great. It’s still hard to read, and we’ve had to sacrifice the elegance of a script typeface. But wait — it gets worse. Right now, these lines have lots of padding left and right, since I’ve hidden all the other elements on this sprite sheet. What happens when they sit closer together, as they probably will in-game. You get this:
I don’t know about you, but my brain wants to start reading horizontally adjacent words as sentences: “It birds and eye listen” Huh? It’s like trying to drive an SUV where the steering is constantly pulling to the right. It’s not what we’re looking for in a car, and it’s not what we’re looking for in our typesetting.
In short, vertically set text is a god-awful mess. Don’t use it. (Obligatory waffling: Okay, maybe if there’s one or two vertical buttons in the whole game. And maybe if they were really, really short — you know, like “SAVE” and “QUIT”? Maybe then you could get away with it. But otherwise, nononono a thousand times no.)
Introducing my backup singers
I’m not the only one preaching this gospel. These fine folks agree:
So the next time someone asks you to set vertical type, just say no. Then link to this blog post and tell ‘em Darbury told ya so.
-
Darbury got a reaction from Bolverk for a blog entry, Oh, The Jokes I Have Broke (Part 1 of ∞)
As any translator can probably tell you, Japanese jokes are a huge pain to capture in English. There are unfamiliar memes, cultural references, wordplay, riffs on kanji characters — none of which are particularly easy to convey to Western audiences. If you get lucky, a few nips and tucks in editing are all you need to make one of these unwieldy beasts work in English. If you get unlucky, however, you end up having to grab the rib spreader and do some major linguistic surgery.
Sometimes the patients pull through. Sometimes they die on the operating table. These are their stories.
Joke 1: Pearls before swine
In this scene from KoiRizo, Soutarou has just finished giving one of the girls a bit of helpful advice passed down to him by his grandfather. The raw translation is below:
Soutarou: “... That's the motto that they followed back then, I think. Well you know, according to my grandfather.”
Riho: “Your grandfather's ball bag?”
Soutarou: “A-Although I think that he got it from my grandmother...”
Riho: “Ha ...?!”
Soutarou: “...”
Riho: “I just said a really strange thing ―!”
Get it? Get it? No, of course you don’t. KoiRizo was intended as a literal translation, and read literally, this makes zero sense. At this point in my editing, the only choice I had was to go back to the original script, break out the Japanese > English dictionaries, and see if I could figure out what the hell was going on here.
As near as I could figure, Riho meant to use the word “chiebukuro” — literally, “sack of wisdom.” She intended to say something about Soutarou’s pop-pop being a pretty smart guy, chock full of good advice. Instead, she uses “tamafukuro” — literally, “ball sack.” You can understand Soutarou’s confusion when Riho starts talking about his grandfather’s wrinkly old nuts. Nice guy that he is, however, Souatrou tries to give her a graceful out, suggesting it was actually his grandmother who provided the advice. Riho realizes her error and is appropriately mortified.
Great. We’ve puzzled it out ... but at this point, the joke still doesn’t work in translation. “Sack of wisdom” isn’t a common English phrase, so the reader won’t catch the intended meaning behind Riho’s mistake. It just sounds like a plain old non sequitur right now. So our next task is to change her line to something that (1) works as a Freudian slip, (2) comes out of the blue, and (3) is sexually shocking enough to catch Soutarou off guard.
The version I eventually settled on ran something like this:
Soutarou: “... That was the common advice back then, I think. Well, you know, according to my grandfather.”
Riho: “Your grandfather must have really liked giving you pearl necklaces, huh?”
Soutarou: “A-Actually, it might have been my grandmother who liked giving out pearls of wisdom ...”
Riho: “Ha ...?!”
Soutarou: “...”
Riho: “I can’t believe I just said that ―!”
Here, we’ve keep the same basic structure, but rather than “sack of wisdom,” Riho tries (and fails) to say “pearls of wisdom,” a much more common English idiom. And now, rather than Grandpa’s gnarly ballsack, we have the even more shocking image of the old guy giving his grandson pearl necklaces on a regular basis. Soutarou still gets to save the day by pivoting to his grandmother, and then the rest of the joke plays out pretty much as originally written.
Does it work? I hope so, but one could just as easily argue that I broke it. It’s a different gag; there’s no doubting that. But at the end of the day, I’d rather have a joke that works and maintains the original’s spirit than one that’s accurate to a fault.
Joke 2: Deflowering the girls
Here’s a joke I know I broke during editing. Smashed it to the ground and danced on the pieces. In my defense, it was looking at me funny.
In the raw translation of this scene, resort manager Nagisa has just asked the staff to gather in their swimsuits for a big announcement:
Nagisa: “I have a reason for calling you all here like this today.”
Nagisa: “I'd like everyone to become the 'detergent' of the facilities.”
Sango: “Detergent? Us?”
Nagisa: “Oh, sorry. By detergent, I was referring more to advertising material.... In other words, I need you guys to photograph for an advertisement.”
Again, another joke that makes no sense when read literally. And the only TL note I had to go on said, “This translation won't work in English.” Agreed. So I hauled out the J>E dictionary again, but had much less luck this time. At best, I came away with a wisp of a shred of a guess. My hunch was that Nagisa was using one very specific meaning of the word “senzai”— the foremost part of a garden, the loveliest flowers intended to set the stage and entice visitors in deeper — and Sango interpreted it as another more common meaning of “senzai” — namely, detergent. Nagisa clarifies her meaning, everyone has a chuckle, and the scene continues.
I wasn’t sure if I was right — I’m an editor, not a translator — but lacking any better options, I decided to go with it. And I promptly flailed about like a clown being drowned in a bathtub. Right off the bat, I knew there weren’t any good English sound-alikes that would work here. So instead, I wrote about a dozen variations on garden and flower puns, but none of them managed to weave plausible misunderstanding with Nagisa’s actual meaning. Worse yet, they just weren’t funny.
Next, I tried a few bawdier versions, but quickly abandoned those as well. This scene is going to get more risqué in a minute, but throwing in a sex joke right now would be tipping our hand too soon. (In one draft, I had Nagisa say she wants the girls to be the hook that lures visitors to the island. Sango replies, “What?! You want us to hook for you?” — i.e., she thought her boss wanted to pimp them out as resort hookers.)
Having hit brick wall after brick wall, I decided to strip the joke down to its essence. What’s the basic structure here? Nagisa says she wants to use the girls to help sell the resort. Sango suffers a comic misunderstanding. Nagisa corrects her. The end. So that’s what I wrote:
Nagisa: “There’s a reason why I’ve called everyone here like this today.”
Nagisa: “I've decided to sell you.”
Sango: “Sell us? Is that even legal?”
Nagisa: “Oh, sorry. By ‘sell,’ I meant using you to help advertise the resort ... In layman’s terms, I need you guys to model for some publicity photos.”
We lose the poeticism of the original — that image of the girls as flowers drawing visitors in — but in exchange, we get something that actually works as wordplay in English while still delivering the necessary plot info (Nagisa’s marketing brainstorm). It’s still not a particularly hilarious gag, but then again, neither was the original.
In both examples, I ended up completely rewriting large chunks of each joke. And while I'm not entirely satisfied — I wish I could have kept more of the original language — I'm okay with the result. Editing is a balancing act. You want to remain as faithful to the original text as possible while maintaining the audience’s immersion in the work. If the reader suddenly comes across a joke that clearly doesn’t parse in English, that immersion is broken. They stop. They scroll back and re-read it a few times, trying to make sense of it. They wonder if they’re missing something, or if the TL team just messed it up. BAM. They’re now completely out of the world of the visual novel. The magic is broken.
Because magic is only magic until you notice the strings. Or that dead clown in the bathtub.
-
Darbury got a reaction from Helvetica Standard for a blog entry, Oh, The Jokes I Have Broke (Part 1 of ∞)
As any translator can probably tell you, Japanese jokes are a huge pain to capture in English. There are unfamiliar memes, cultural references, wordplay, riffs on kanji characters — none of which are particularly easy to convey to Western audiences. If you get lucky, a few nips and tucks in editing are all you need to make one of these unwieldy beasts work in English. If you get unlucky, however, you end up having to grab the rib spreader and do some major linguistic surgery.
Sometimes the patients pull through. Sometimes they die on the operating table. These are their stories.
Joke 1: Pearls before swine
In this scene from KoiRizo, Soutarou has just finished giving one of the girls a bit of helpful advice passed down to him by his grandfather. The raw translation is below:
Soutarou: “... That's the motto that they followed back then, I think. Well you know, according to my grandfather.”
Riho: “Your grandfather's ball bag?”
Soutarou: “A-Although I think that he got it from my grandmother...”
Riho: “Ha ...?!”
Soutarou: “...”
Riho: “I just said a really strange thing ―!”
Get it? Get it? No, of course you don’t. KoiRizo was intended as a literal translation, and read literally, this makes zero sense. At this point in my editing, the only choice I had was to go back to the original script, break out the Japanese > English dictionaries, and see if I could figure out what the hell was going on here.
As near as I could figure, Riho meant to use the word “chiebukuro” — literally, “sack of wisdom.” She intended to say something about Soutarou’s pop-pop being a pretty smart guy, chock full of good advice. Instead, she uses “tamafukuro” — literally, “ball sack.” You can understand Soutarou’s confusion when Riho starts talking about his grandfather’s wrinkly old nuts. Nice guy that he is, however, Souatrou tries to give her a graceful out, suggesting it was actually his grandmother who provided the advice. Riho realizes her error and is appropriately mortified.
Great. We’ve puzzled it out ... but at this point, the joke still doesn’t work in translation. “Sack of wisdom” isn’t a common English phrase, so the reader won’t catch the intended meaning behind Riho’s mistake. It just sounds like a plain old non sequitur right now. So our next task is to change her line to something that (1) works as a Freudian slip, (2) comes out of the blue, and (3) is sexually shocking enough to catch Soutarou off guard.
The version I eventually settled on ran something like this:
Soutarou: “... That was the common advice back then, I think. Well, you know, according to my grandfather.”
Riho: “Your grandfather must have really liked giving you pearl necklaces, huh?”
Soutarou: “A-Actually, it might have been my grandmother who liked giving out pearls of wisdom ...”
Riho: “Ha ...?!”
Soutarou: “...”
Riho: “I can’t believe I just said that ―!”
Here, we’ve keep the same basic structure, but rather than “sack of wisdom,” Riho tries (and fails) to say “pearls of wisdom,” a much more common English idiom. And now, rather than Grandpa’s gnarly ballsack, we have the even more shocking image of the old guy giving his grandson pearl necklaces on a regular basis. Soutarou still gets to save the day by pivoting to his grandmother, and then the rest of the joke plays out pretty much as originally written.
Does it work? I hope so, but one could just as easily argue that I broke it. It’s a different gag; there’s no doubting that. But at the end of the day, I’d rather have a joke that works and maintains the original’s spirit than one that’s accurate to a fault.
Joke 2: Deflowering the girls
Here’s a joke I know I broke during editing. Smashed it to the ground and danced on the pieces. In my defense, it was looking at me funny.
In the raw translation of this scene, resort manager Nagisa has just asked the staff to gather in their swimsuits for a big announcement:
Nagisa: “I have a reason for calling you all here like this today.”
Nagisa: “I'd like everyone to become the 'detergent' of the facilities.”
Sango: “Detergent? Us?”
Nagisa: “Oh, sorry. By detergent, I was referring more to advertising material.... In other words, I need you guys to photograph for an advertisement.”
Again, another joke that makes no sense when read literally. And the only TL note I had to go on said, “This translation won't work in English.” Agreed. So I hauled out the J>E dictionary again, but had much less luck this time. At best, I came away with a wisp of a shred of a guess. My hunch was that Nagisa was using one very specific meaning of the word “senzai”— the foremost part of a garden, the loveliest flowers intended to set the stage and entice visitors in deeper — and Sango interpreted it as another more common meaning of “senzai” — namely, detergent. Nagisa clarifies her meaning, everyone has a chuckle, and the scene continues.
I wasn’t sure if I was right — I’m an editor, not a translator — but lacking any better options, I decided to go with it. And I promptly flailed about like a clown being drowned in a bathtub. Right off the bat, I knew there weren’t any good English sound-alikes that would work here. So instead, I wrote about a dozen variations on garden and flower puns, but none of them managed to weave plausible misunderstanding with Nagisa’s actual meaning. Worse yet, they just weren’t funny.
Next, I tried a few bawdier versions, but quickly abandoned those as well. This scene is going to get more risqué in a minute, but throwing in a sex joke right now would be tipping our hand too soon. (In one draft, I had Nagisa say she wants the girls to be the hook that lures visitors to the island. Sango replies, “What?! You want us to hook for you?” — i.e., she thought her boss wanted to pimp them out as resort hookers.)
Having hit brick wall after brick wall, I decided to strip the joke down to its essence. What’s the basic structure here? Nagisa says she wants to use the girls to help sell the resort. Sango suffers a comic misunderstanding. Nagisa corrects her. The end. So that’s what I wrote:
Nagisa: “There’s a reason why I’ve called everyone here like this today.”
Nagisa: “I've decided to sell you.”
Sango: “Sell us? Is that even legal?”
Nagisa: “Oh, sorry. By ‘sell,’ I meant using you to help advertise the resort ... In layman’s terms, I need you guys to model for some publicity photos.”
We lose the poeticism of the original — that image of the girls as flowers drawing visitors in — but in exchange, we get something that actually works as wordplay in English while still delivering the necessary plot info (Nagisa’s marketing brainstorm). It’s still not a particularly hilarious gag, but then again, neither was the original.
In both examples, I ended up completely rewriting large chunks of each joke. And while I'm not entirely satisfied — I wish I could have kept more of the original language — I'm okay with the result. Editing is a balancing act. You want to remain as faithful to the original text as possible while maintaining the audience’s immersion in the work. If the reader suddenly comes across a joke that clearly doesn’t parse in English, that immersion is broken. They stop. They scroll back and re-read it a few times, trying to make sense of it. They wonder if they’re missing something, or if the TL team just messed it up. BAM. They’re now completely out of the world of the visual novel. The magic is broken.
Because magic is only magic until you notice the strings. Or that dead clown in the bathtub.
-
Darbury got a reaction from Tay for a blog entry, Oh, The Jokes I Have Broke (Part 1 of ∞)
As any translator can probably tell you, Japanese jokes are a huge pain to capture in English. There are unfamiliar memes, cultural references, wordplay, riffs on kanji characters — none of which are particularly easy to convey to Western audiences. If you get lucky, a few nips and tucks in editing are all you need to make one of these unwieldy beasts work in English. If you get unlucky, however, you end up having to grab the rib spreader and do some major linguistic surgery.
Sometimes the patients pull through. Sometimes they die on the operating table. These are their stories.
Joke 1: Pearls before swine
In this scene from KoiRizo, Soutarou has just finished giving one of the girls a bit of helpful advice passed down to him by his grandfather. The raw translation is below:
Soutarou: “... That's the motto that they followed back then, I think. Well you know, according to my grandfather.”
Riho: “Your grandfather's ball bag?”
Soutarou: “A-Although I think that he got it from my grandmother...”
Riho: “Ha ...?!”
Soutarou: “...”
Riho: “I just said a really strange thing ―!”
Get it? Get it? No, of course you don’t. KoiRizo was intended as a literal translation, and read literally, this makes zero sense. At this point in my editing, the only choice I had was to go back to the original script, break out the Japanese > English dictionaries, and see if I could figure out what the hell was going on here.
As near as I could figure, Riho meant to use the word “chiebukuro” — literally, “sack of wisdom.” She intended to say something about Soutarou’s pop-pop being a pretty smart guy, chock full of good advice. Instead, she uses “tamafukuro” — literally, “ball sack.” You can understand Soutarou’s confusion when Riho starts talking about his grandfather’s wrinkly old nuts. Nice guy that he is, however, Souatrou tries to give her a graceful out, suggesting it was actually his grandmother who provided the advice. Riho realizes her error and is appropriately mortified.
Great. We’ve puzzled it out ... but at this point, the joke still doesn’t work in translation. “Sack of wisdom” isn’t a common English phrase, so the reader won’t catch the intended meaning behind Riho’s mistake. It just sounds like a plain old non sequitur right now. So our next task is to change her line to something that (1) works as a Freudian slip, (2) comes out of the blue, and (3) is sexually shocking enough to catch Soutarou off guard.
The version I eventually settled on ran something like this:
Soutarou: “... That was the common advice back then, I think. Well, you know, according to my grandfather.”
Riho: “Your grandfather must have really liked giving you pearl necklaces, huh?”
Soutarou: “A-Actually, it might have been my grandmother who liked giving out pearls of wisdom ...”
Riho: “Ha ...?!”
Soutarou: “...”
Riho: “I can’t believe I just said that ―!”
Here, we’ve keep the same basic structure, but rather than “sack of wisdom,” Riho tries (and fails) to say “pearls of wisdom,” a much more common English idiom. And now, rather than Grandpa’s gnarly ballsack, we have the even more shocking image of the old guy giving his grandson pearl necklaces on a regular basis. Soutarou still gets to save the day by pivoting to his grandmother, and then the rest of the joke plays out pretty much as originally written.
Does it work? I hope so, but one could just as easily argue that I broke it. It’s a different gag; there’s no doubting that. But at the end of the day, I’d rather have a joke that works and maintains the original’s spirit than one that’s accurate to a fault.
Joke 2: Deflowering the girls
Here’s a joke I know I broke during editing. Smashed it to the ground and danced on the pieces. In my defense, it was looking at me funny.
In the raw translation of this scene, resort manager Nagisa has just asked the staff to gather in their swimsuits for a big announcement:
Nagisa: “I have a reason for calling you all here like this today.”
Nagisa: “I'd like everyone to become the 'detergent' of the facilities.”
Sango: “Detergent? Us?”
Nagisa: “Oh, sorry. By detergent, I was referring more to advertising material.... In other words, I need you guys to photograph for an advertisement.”
Again, another joke that makes no sense when read literally. And the only TL note I had to go on said, “This translation won't work in English.” Agreed. So I hauled out the J>E dictionary again, but had much less luck this time. At best, I came away with a wisp of a shred of a guess. My hunch was that Nagisa was using one very specific meaning of the word “senzai”— the foremost part of a garden, the loveliest flowers intended to set the stage and entice visitors in deeper — and Sango interpreted it as another more common meaning of “senzai” — namely, detergent. Nagisa clarifies her meaning, everyone has a chuckle, and the scene continues.
I wasn’t sure if I was right — I’m an editor, not a translator — but lacking any better options, I decided to go with it. And I promptly flailed about like a clown being drowned in a bathtub. Right off the bat, I knew there weren’t any good English sound-alikes that would work here. So instead, I wrote about a dozen variations on garden and flower puns, but none of them managed to weave plausible misunderstanding with Nagisa’s actual meaning. Worse yet, they just weren’t funny.
Next, I tried a few bawdier versions, but quickly abandoned those as well. This scene is going to get more risqué in a minute, but throwing in a sex joke right now would be tipping our hand too soon. (In one draft, I had Nagisa say she wants the girls to be the hook that lures visitors to the island. Sango replies, “What?! You want us to hook for you?” — i.e., she thought her boss wanted to pimp them out as resort hookers.)
Having hit brick wall after brick wall, I decided to strip the joke down to its essence. What’s the basic structure here? Nagisa says she wants to use the girls to help sell the resort. Sango suffers a comic misunderstanding. Nagisa corrects her. The end. So that’s what I wrote:
Nagisa: “There’s a reason why I’ve called everyone here like this today.”
Nagisa: “I've decided to sell you.”
Sango: “Sell us? Is that even legal?”
Nagisa: “Oh, sorry. By ‘sell,’ I meant using you to help advertise the resort ... In layman’s terms, I need you guys to model for some publicity photos.”
We lose the poeticism of the original — that image of the girls as flowers drawing visitors in — but in exchange, we get something that actually works as wordplay in English while still delivering the necessary plot info (Nagisa’s marketing brainstorm). It’s still not a particularly hilarious gag, but then again, neither was the original.
In both examples, I ended up completely rewriting large chunks of each joke. And while I'm not entirely satisfied — I wish I could have kept more of the original language — I'm okay with the result. Editing is a balancing act. You want to remain as faithful to the original text as possible while maintaining the audience’s immersion in the work. If the reader suddenly comes across a joke that clearly doesn’t parse in English, that immersion is broken. They stop. They scroll back and re-read it a few times, trying to make sense of it. They wonder if they’re missing something, or if the TL team just messed it up. BAM. They’re now completely out of the world of the visual novel. The magic is broken.
Because magic is only magic until you notice the strings. Or that dead clown in the bathtub.