April 1999
- In-Game Languages Eli Stevens {KiZurich}
- In-Game Languages Per Vognsen
- In-Game Languages Chris Gray
- In-Game Languages Caliban Tiresias Darklock
- In-Game Languages Eli Stevens {KiZurich}
- In-Game Languages Matthew D. Fuller
- In-Game Languages Mik Clarke
- In-Game Languages Michael Hohensee
- In-Game Languages Ben Greear
- In-Game Languages Michael Hohensee
- In-Game Languages Mik Clarke
- In-Game Languages Hans-Henrik Staerfeldt
- In-Game Languages David Bennett
- In-Game Languages Richard Woolcock
- In-Game Languages Hans-Henrik Staerfeldt
On Sat, 3 Apr 1999, Eli Stevens (KiZurich) wrote:
> I have a snippet of code that I would like to share, get feedback on, see if
> anyone else has similar ideas, etc. What it does is translate a line of
> ANSI English text (it will still work on non-English text that uses the same
> character set, but not quite as well) into a fake "language."
>
As many of the posts in this thread have focused on, the representation
of a foreign language by transformation of the text has many pros and
cons. Pro is the idea of introducing the language as an in-game setting,
with the sounds that you choose. A con to this, is that players could
write translators to automatically translate the text once the algorithm
is 'hacked'. The intention seem to be that this allows for the player to
slowly 'learn' the language.
However, another way of looking at this, is another aspect of how a
foreign language is experienced by a person, and try to let the game show
this. When i listen to french and german (languages i am not extensibly
familiar with) what i experience is ofcause the stream of sounds that the
other approaches are trying to emulate, but what i recognise are usually
_whole_ words. A way to represent a language barrier (if that is what you
want) may be to let it depend on the characters language skill so that
the better the character is at understanding the language, the more
whole words are written in plain. The seed for which words are plain
should be playe dependant, and should depend on word size. What i propose
is that the rest is simply exchanged with '.'. This will also let the
player help eachother piece together a sentence, as if they knew different
words in the language, but mostly they will have a hard time on the longer
words, if they are not skilled.
If you wanted to put some 'colour' on this, you should make a 'common
mistake' table for each language where words are written up that have
'special' meaning, or for some reason or are assumed to sound alike
phonetically (in the language), or wording having meaning other than the
litteral translation. Also a list of the most common words that are often
used and easily learned would be a good idea.
F.inst. in dwarven, focusing on caves, tunnels and rocks:
"safe" <-> "sturdy","stable"
"home" <-> "cave"
"king" <-> "chieftan"
"brittle" <-> "as sandstone"
"iron" <-> "rock blood"
In elven
"home" <-> "mother-tree"
"arrow" <-> "deer-seeker"
"wood" <-> "foot" (who knows, they might sound alike in even as well...)
"iron" <-> "poison"
In french
"90" <-> "five-twenty-ten"
(yeah, thats how they say it....)
... and so on. This will give people, not entirely cabable of
understanding a language a flavour of the ethnicity you are trying to
project in your world.
Ofcause you might also get a similar garbling of the language if a
non-proficient player tries speaking a non-native language
(stay away from long words !!).
Ofcause such a scheme requires check for misspellings, and preferably a
large database of substitutions, as well as the players might not even
want it!
Hans Henrik Stærfeldt |
email: bombman@diku.dk | voice: +45 40383492
hhs@cbs.dtu.dk | voice work: +45 45252425
phone-mail: | address:
40383492@sms.tdm.dk | Hans Henrik Stærfeldt,
WWW-home | Dybendalsvej 74 2. th,
http://www.cbs.dtu.dk/hhs/ | 2720 Vanløse, Danmark.
|
Student of Computer Science | Scientific programmer at Center for
and Information Psychology. | Biological Sequence Analysis,
at University of Copenhagen | Technical University of Denmark. - In-Game Languages Caliban Tiresias Darklock
- In-Game Languages Hans-Henrik Staerfeldt
- In-Game Languages Andrew Ritchie
- In-Game Languages Matthew D. Fuller
- In-Game Languages adam@treyarch.com
- forward: consistency Ola Fosheim Grøstad
- Confined Gameworld Ling
- Confined Gameworld Caliban Tiresias Darklock
- Confined Gameworld Richard Woolcock
- Confined Gameworld Eli Stevens {KiZurich}
- Confined Gameworld The Wildman
- Confined Gameworld Koster, Raph
- User centered? Ola Fosheim Grøstad
- User centered? Caliban Tiresias Darklock
- User centered? Marc Bowden
- User centered? Adam Wiggins
- User centered? Richard Woolcock
- User centered? Benjamin D. Wiechel
- User centered? Koster, Raph
- target audience Matthew Mihaly
- target audience Caliban Tiresias Darklock
- target audience Marc Bowden
- Fw: Self-organizing worlds (was: Elder Games) Kylotan
- Fw: Self-organizing worlds (was: Elder Games) Matthew Mihaly
- ScryMUD 1.8.11 released. Ben Greear
- Mud driver architecture info B. Scott Boding
- Blending graphics with text u1391470
- Blending graphics with text Laurel Fan
- Blending graphics with text Kylotan
- Blending graphics with text Chris Gray
- Blending graphics with text J C Lawrence
- Blending graphics with text Caliban Tiresias Darklock
- Blending graphics with text Chris Gray
- Blending graphics with text Ola Fosheim Grøstad
- Blending graphics with text Hans-Henrik Staerfeldt
- Blending graphics with text Mik Clarke
- Blending graphics with text u1391470
- Blending graphics with text claw@kanga.nu
- Blending graphics with text Alex Stewart
- Blending graphics with text J C Lawrence
- Virtual machine design Shane King
- Virtual machine design Alex Stewart
- Virtual machine design Jo Dillon
- Virtual machine design Ben Greear
- Virtual machine design Niklas Elmqvist
- Virtual machine design Shane King
- Virtual machine design Ben Greear
- Virtual machine design claw@kanga.nu
- Virtual machine design Alex Stewart
- Virtual machine design Felix A. Croes
- Virtual machine design Eli Stevens {KiZurich}
- Virtual machine design Mik Clarke
- Virtual machine design Schubert, Damion
- Virtual machine design Ben Greear
- Virtual machine design Ben Greear
- Virtual machine design Felix A. Croes
- Virtual machine design Matthew Mihaly
- Virtual machine design Hans-Henrik Staerfeldt
- Virtual machine design claw@kanga.nu
- Virtual machine design Mik Clarke
- Virtual machine design Oliver Jowett
- Virtual machine design Chris Gray
- Virtual machine design claw@kanga.nu
- Virtual machine design Chris Gray
- Virtual machine design Ola Fosheim Grøstad
- Virtual machine design claw@kanga.nu
- Virtual machine design Petri Virkkula
- Virtual machine design Ben Greear
- Virtual machine design Chris Gray
- Virtual machine design Ola Fosheim Grøstad
- Virtual machine design Nathan F Yospe
- Virtual machine design Ola Fosheim Grøstad
- Virtual machine design Petri Virkkula
- Virtual machine design Jon A. Lambert
- Virtual machine design Koster, Raph
- Virtual machine design Jon A. Lambert
- Virtual machine design Chris Gray
- Rebooting (was: Virtual machine design) Eli Stevens {KiZurich}
- Game design highpoints (was Virtual machine design) claw@kanga.nu
- Sockets Quzah [softhome]
- ScryMUD 1.8.13 snapshot released. Ben Greear
- Interview I did that may interest you Koster, Raph
- Censorship Greg Munt
- Censorship Ben Greear
- Censorship Matthew Mihaly
- Censorship Shawn Halpenny
- Censorship Darren Henderson
- Censorship Quzah [softhome]
- Censorship Hans-Henrik Staerfeldt
- Python B. Scott Boding
- Python Gaffney, Jeremy
- AW: Censorship Hofbauer Heinz
- AW: Censorship Matthew Mihaly
- AW: Censorship Damion Schubert
- Censorship, Virtual v Artificial Worlds, Python Greg Munt
- Censorship, Virtual v Artificial Worlds, Python Matthew Mihaly
- Censorship, Virtual v Artificial Worlds, Python Ben Greear
- Censorship, Virtual v Artificial Worlds, Python Matthew Mihaly
- Censorship, Virtual v Artificial Worlds, Python Matthew Mihaly
- Censorship, Virtual v Artificial Worlds, Python Ben Greear
- Censorship, Virtual v Artificial Worlds, Python Dan
- Censorship, Virtual v Artificial Worlds, Python Matthew Mihaly
- Censorship, Virtual v Artificial Worlds, Python Marian Griffith
- Censorship, Virtual v Artificial Worlds, Python Benjamin D. Wiechel
- Censorship & Its Impact On World Immersion Greg Munt
- Censorship & Its Impact On World Immersion Matthew Mihaly