Absolutely. We are going to get Dance Your Blox Off set for Spanish and French when we have the time to figure out how.
I wish we had a way to track how many players are coming from different parts of the world, or playing with Roblox set to different languages, similar to how players by age bracket is tracked. That would make it much easier to determine which languages we need to support first.
You can look on other platforms for stats like from YouTube.
Here’s some examples (old but relevant)
These videos mount to a few million views, and millions of subscribers. I think thats a pretty good indicative that we have a large Spanish and Portuguese audience.
Also very important to note that Roblox toys are sold WORLD WIDE. This opens up the entire platform and your game to a lot of different languages.
When I say statistics, I mean based on our OWN games, not the platform itself. Just because Steam’s has a large majority of customers seems to be around Europe & Asia, doesn’t mean they all play a specific game.
These videos that I posted are of my own game. The Roblox site is a large part of where you get statistics for your own game but theres tens of other platforms where you can get this type of information from.
Yeah, it makes sense that people will produce their own content about Roblox in their native language, but most of those people speak enough English to play the game as it is now. What I mean is: I’m not sure that translating a game into Spanish would bring in a lot of Spanish-only speaking players. I might be wrong, but I feel like players you will gain from translating your game even on a basic level will be much smaller than the potential gain of just making a better game in general. It just doesn’t seem like a good time investment from a developer perspective.
I’ve been gathering some statistics on languages in some games, and the data I have collected reinforces your statement. Also, surprisingly large amount of Russian and Turkish from what I’ve seen so far.
Put yourself in the spot where you’re playing a Japanese game that is purely in Japanese. Maybe you’ll get around clicking buttons but theres no way that you’re going to have the BEST experience possible if you don’t understand everything. For a tangible MONETARY result, if players in countries like Russia and Mexico can understand what they are buying with out having to be confused as they would be not knowing the language, I think its pretty clear they they would be more inclined to make a purchase. I personally wouldn’t purchase a product in Russian if I don’t understand what it is.
That’s a fair point, but in my purely anecdotal opinion, I think that development time spent on other areas would outweigh the gain of many hours spent translating the game into a multitude of other languages, each only amounting to a fraction of total sales.
Each language you translate is going to be a small amount of people. If English accounts for, say, 70% of the traffic on the website, spending the time to translate something into Spanish may account for another 10%, Portugese another 2%, Russian 2%, Polish 1%, etc. The cost of time spent translating each individual language properly probably won’t beat spending that time adding more game features.
I’m sure Roblox did some research before rolling out plans for platform-wide internationalization, but I feel like that’s probably more for the potential of gained players and not for the players they have right now. I’d like to see some statistics on this so that I can be proven wrong, but from where I’m sitting now it just doesn’t seem worth it.
While I have plans to translate my game (after it gets released!), I don’t know which language to prioritize first. It would be cool if Roblox could release stats on which language players use as their system default.
This. I need location data on my games’ players: where are they playing, what is the average revenue from people in these locations, how long are they playing. I can’t waste money catering to the French speaking users if there are no French users playing my game to begin with.
To be serious about it though, I’m really glad these localization tools came out. Before them, I imagined making a game that would never come out (because I can’t finish anything for the life of me) with a language selector option and full translation. These tools are so awesome and help us to support diverse communities of non-English speakers. The tools also let them feel included and welcome in a game that uses their native tongue.
and for people like me I can just change my local language and read off translations of text
Ultimate Boxing isn’t popular enough right now for me to consider the costs of multiple languages, and I have no stats of which languages to prioritize, game wise and platform wise. There is also the fact I need to trust my translators not to make mistakes as I have no way to make sure the grammar is correct.
I think the point though is that with these localization tools, this could change. It would be nice to see some before and after stats on what games have experienced a few months from now.
Absolutely planning to localize Sound Volblox, specifically to Spanish and Japanese, mainly since the game is based on a Japanese arcade game in the first place, and we have quite a few Spanish-speaking players.
If I understand the system correctly, it automatically translates the game based on their locale, if so I’m not going to be using it, but instead make my own system where players can choose the language they want to play my game in as some people like to do that for learning or because they prefer a language.