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Someone who actually knows both languages can use machine translation as a first step, but it is never okay to pass off machine translated text as something someone wrote.
That's not the question they asked. They're asking about localizing a game during its development.
In this scenario it is disclosed (hence me writing “expressly telling people”) to the consumer and the “first step” is being made available until a proper translation is paid for. Therefore it would not be passing off machine translated text as something someone wrote.
It is improbable for a single developer to know every language asked for.
I see. That would complicate the matter. Thank you.
Professional translators are already using LLM generated translations for a first pass. This is simply the next evolution from older forms of machine translation which have been in use since the 70s/80s.
Depending on language pair and other specifics, the quality of a first pass LLM translation will range from unreadable to nearly perfect.
Again, it all depends on specifics. Are we talking a major publisher with an established localisation pipeline, or an indie with a budget that is akin to a packet of crisps and a pint?
I can only speak for Japanese - English, as that's my field. Here's the rough industry standard for estimating cost:
Source character divided by 2.5 gives you rough output word count.
Source word multiplied by 2.5 gives you rough output character count.
While billing could be based on source or output, the general standard is source.
So, let's say a game contains 1,000,000 Japanese characters, that's an estimated 400,000 English words. Rates vary wildly. But the bottom of the scale is between 0.80 to 1 JPY per source character or 1.5 to 2 per output word. For this example, we'll assume 1 JPY (source) and 2 JPY (output). If you bill per source character, that's 1,000,000 JPY. If by output, it's 800,000 JPY.
Toward the high end, rates can reach around 15 JPY per source character or 30 JPY per output word. In that extreme, the above would bill at 15,000,000 JPY (source) or 12,000,000 JPY (output). But that's an extreme that is fast fading with the wider adoption of machine translation and post editing.
Most J > E translations will be billed at the low end, so expect 0.80 JPY as the base pay per source character. As a more concrete example, the original Steins;Gate visual novel contains approximately 569,763 characters. With today's lowest rates and the industry standard of billing by source, that would cost around 455,810 JPY (approx 2,914 USD) to translate, minimum.
Keep in mind also that you pretty much get what you pay for. Higher rate + plenty of time = a high quality translation. The industry trend of lower rate + short deadline = poorer translation. There is no such thing as cheap, quick, perfect translation. You can only ever have two of the three.
It becomes more cut and dry the bigger they are so I was thinking mostly a small dev team with a game that blows up. They can guarantee a proper translation eventually but wanted to provide something as quickly as possible to the people asking for it and so are tempted to, with disclosure, stop-gap with a machine translation in the interim.
It seems based on the fact that the official translators are already doing this at least cost-wise there is less utility to this possibility than I thought, especially since they would have more experience even with the machine translation.
It would be much better to simply not offer something you are not capable of supplying to your customers.
If you don't have access to a French localizer, your game will simply not have a French localization until you find one.
In many cases, community members are willing to do volunteer localization, especially if you make your game moddable, and if your game has a community in the first place.
It would still depend. If the AI generated translation wasn't post-edited by a professional translator, it carries a huge risk of being an absolute disaster. And it can be hard to recover from that even if the translation is fixed later. My personal opinion is that if a developer is serious about providing a translation, they should do it properly from the get-go.
...to the point where running AI generated translations repeatedly in order to intentionally make an absolute disaster is a popular genre of YouTube video and video game mod.
Thank you Chika for the figures on English to Japanese translation costs.