- Joined
- Apr 19, 2019
So much for "being spot on."
They tend to be for much of the text, but it's going to vary by which program you use. The same shortcomings such as sarcasm, jokes and, context are the same that fuck up normal human translators. Berseria I do remember Rokouro's lines in end game having the more visible errors due to how he spoke. These were voiced lines that had the text that seemed to be misunderstanding his accent but it sounded phonically close to what he was saying.
One more way MT can benefit your project is translation consistency. When several independent translators work on a text, they may translate certain words differently, so that you end up with different translations. But with machine translation repetitive phrases are always translated the same way, improving the consistency of your text.
Certain words convey a certain tone, and this is something that we do without thinking, just by feel. So when translating a game, a human translator can sense the overall vibe of the game (or of a specific dialogue) and use not just the original wording but synonyms that better convey the tone and mood. Conversely, a machine is not able to "sense the mood," so in some cases the translation may not sound as natural as it could.
The reality is it's going to be a how much a company wants to invest in a translation. Machine Translators are already widely used as is due to their low cost and sometimes the quality of being good enough is just fine because the script is simple enough where everything written is very straight forward.
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