Testing the localization of mobile games for dummies from a teapot

Introduction



I have been working as a tester of mobile games for six months now and wanted to talk a little about my favorite testing - Localization Testing. In this article I will share my experience of testing localization, mainly there will be reliance on the localization of the text.

A little about myself and my work: I adhere to the principle, “Testers are people who prevent programmers from living peacefully. If it weren’t for programmers, we would have been unemployed and vice versa.



What is localization?



Localization is the process of adapting the software interface to different regions, cultures, languages. Let's move from general to particular: Localization in games is its translation into different languages ​​and adaptation to culture in everything that the user sees, namely:





The first three points are understandable and logical, but I would like to clarify the item “Game Events and Story” with a simple example: imagine a distant galaxy on which bananas are considered something illegal. In this galaxy, it’s definitely not worth running a game branch in which there are bananas ... That is why in the localization of this galaxy, bananas became green, salty and, in principle, cucumbers.



How to test text in localization (which I usually do)



The first thing I want to say is that I do not pretend to be unique, but at the time when I embarked on the path of testing the information I did not really find it, as well as ready-made test cases that you can basically pull on your project and use it.



Availability of translation



In principle, it is logical that when a user enters the game everything should be in his native language, with the exception of some OK buttons. I will not particularly dwell on this, you just need to understand that there is no translation by at least one point - bad .



The combination of interface and translation



When I go to a foreign site without a built-in translation, I often turn to third-party translators, such as "Google translate" and of course many sites simply break down and come from my native Russian language. Reading such sites becomes painful for the eyes and everything is sad. So that's what, let's move on to our realities - mobile games. In mobile phones exactly the same misfortune is the long Russian text that breaks the whole beauty of the interface corny leaving the fields leaving the edges of the window. A more perverted problem is floating text in animations and tooltips and other hard-to-understand interface elements. It is important to look at all the points where the text is and can be . I will especially focus on “maybe” as this is an even more interesting place to search for bugs.



For those who are interested in why this place is more interesting
Depending on the technologies and concepts used in the development, there can be many options for multilocalization in the application, I will build on the system that operates on the project with which I work. The project has a special utility that stores keys and options for translating this key into different languages. On the client application there is a picture with symbols, which probably everyone has already seen, and finally “Ate soft French rolls”. Accordingly, depending on the selected language, the necessary translations are pulled.



This is what this whole story is about: at least two key points for testing are uploading translations and uploading atlases with letters



Why is there, but not there ?! Interesting places in practice



It happens that during the translation part of the text disappears, and the translators are not to blame for this. Where to begin? Everything is very simple, if you or your office is rich, you have extra devices or a virtual machine, then you can open the game in the native localization (or on the one that is definitely correct, the native localization is not always the original, alas), then it’s good to study the interface or a place that raises questions, compare the tested place in the localization.



Where to dig if, after all, something is wrong?



There is an option that there is simply no translation for this part of the text in the system. If you have any special tool or device for uploading translations, then reviewing this will not be difficult. If he’s not, I’ll tell you somewhere below.



The story goes for applications that use custom fonts. (We have these pictures with letters called Atlases, I do not know what they are called in other places, you can tell in the comments it will be interesting to read) .





My complaints about languages



For testing, many languages ​​- it's just hell in many ways, from text to large (large characters, letter from right to left) to semantics.



Let's start with the simplest and gradually go through all the languages ​​I worked with:





Useful tips and tricks when testing text





  1. As I said above, comparison on multiple devices. (Better still with different screen sizes, if the application is adaptive).
  2. Do not try to delve into what is written there.
  3. Use Google Transleate (not ads) to quickly find relevant text. Why do I need it? Let's imagine we found a text in which a mistake was made, some unreadable character was inserted, and here, in principle, everything is easy to take and we change the symbol and everything is fine. Yes, everything is fine, but the language is Chinese. Google translate ideally recognizes all these hieroglyphic languages ​​from photos and translates them into text in any language, which means we can find a Russian translation and just compare it.
  4. Use Google translate (I just like it, you can use any) to check the logic of the text. Elementary, if translated and understood, then translated correctly, inserted there, displayed completely, otherwise the cant.
  5. Learn the features of the language, at least on Wikipedia. Moreover, knowledge of the language is not necessary at all.


I’ll focus on Google transliteration, personally in our department for some reason no one guessed to use a translator, although many used this very function of translating text from a photo. (Probably someone is using or using during training).



Textures. Sound. Game Events



I will combine all three points into one hodgepodge, as in a mobile gamemdiv it is a little localized objects. Well kamon, these are not expensive toys from famous studios for you.



We highlight the main aspects that need to be tested in each group, we start with the textures :





About the sound:





About the plot



As I wrote earlier, in every galaxy, its obscene things are possible. What can we say about the countries that are on our planet. That is why, depending on the country in which the game will be distributed, especially if it is superconservative editing lends itself to a lot (or all) and a set of stocks and game objects and plot, and much more. But again, this is true only for countries where the localization language is not widespread. For example, if the language is English, then almost any topic can be launched in some English-speaking country - it will definitely find a response and will be perceived correctly. And if it is permissible for the British to launch the feast of "Peter and Fevronia" instead of "Valentine's Day," this will be perceived as strange as possible.





And so much more. Here you have to try hard and come up with a bunch of test cases.



What do localizers have in common or what do they clog



The character



Very often in games you can find that in different translations onomatopoeic words may disappear, and this is very critical from the point of view of gameplay (the character stops revealing), especially if it is important for animals. This does not affect the gameplay and performance.



Voice acting



It is very interesting when English voice acting is used in the absence of the required voice acting. In such cases, you should pay attention that logically pieces of sound and text speak in principle about the same thing. Otherwise it will turn out ugly, not only did they score on the locale, but they slipped the wrong one.



Unfinished item or cut content



Probably the most frequent way to accelerate and fit the locale is simply to remove what does not fit. It is important to ensure that nothing important is lost, including in a completely different place.



Conclusion



I very much hope that this short article without pictures will lead you to some new approaches to testing. Thanks for reading. I will be very happy with the additions! I ask you not to swear much, this is my first article.



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