Translation of quests

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Translation of quests

Postby serVar161 » Tue May 12, 2026 3:50 am

Reason
Quests are an important part of the game. But in Haven they aren't translated.
Or at least a very small portion of them. Mostly the names of the initial quests or the Credo.

Idea
Is it possible to translate all the quests completely or make them translatable?

Benefit
This would have a positive impact on the player's experience of the game and on completing quests.

Possible solution
I've encountered this before in another game—when most of the text was translated, except for those generated and using variables.
Back then, the developer needed to add the ability to translate such text into the code itself—replacing a variable with its corresponding value depending on the language used.
And perhaps export these variables and phrases to a file that modders could use for translation.
Or those parts of it that hadn't been translated before.
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Re: Translation of quests

Postby Regulus2424 » Tue May 12, 2026 7:29 am

W6 - giga noob hermit
W7 - giga noob hermit, part 2
W12 - hermit
W13 - sprucecap extraordinaire from Magnanimous Magistrates
W14 - PotFriendJr from Doom Fortress
W15 - He Who Was from Gnomes Gone Gangsta
W16 - Marazhai from Wildfox Bread/Hogwarts
W16.1 - Knave from Pimp My Wheelchair
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Re: Translation of quests

Postby Fostik » Tue May 12, 2026 7:54 am

Game localization is a custom client feature, you should ask on Wizards Tower, as game is not translated to any language by default.
I've seen clients with quest translators in the past, but they fail to translate Jorb's Shakespearean English in some cases.
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Re: Translation of quests

Postby serVar161 » Tue May 12, 2026 9:54 am

Fostik wrote:Game localization is a custom client feature, you should ask on Wizards Tower, as game is not translated to any language by default.
I've seen clients with quest translators in the past, but they fail to translate Jorb's Shakespearean English in some cases.

I see. Perhaps they were also partially translated in Arden, where I started.
I based my assumption on the fact that the quests haven't been translated into any language in all this time. This more likely means it's impossible for some technical reason than that the people who translated it forgot about it.
The question is whether it's completely impossible or, as in the example I gave, whether the developers need to intervene.
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Re: Translation of quests

Postby Fostik » Tue May 12, 2026 10:39 am

serVar161 wrote:The question is whether it's completely impossible or, as in the example I gave, whether the developers need to intervene.


It's possible, everything displayed on your game client you can control.
The only thing is that unlike in client where you can have list of pre-defined names stored in it's sources, quests texts comes out of server, so you'd have to use different technology for translation than you used in the client.
You of course have control over it too before it's rendered, adding some auto translation library might work, and perhaps it worked that way in the past, but because there's always changes to the game and quests coming with all that complex word formation it can't be translated reliably.

So really, there's nothing to ask devs but to make it simpler to translate, which is also I think is not right to do - quests tasks formed in a strange way works like kind of a riddle.
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Re: Translation of quests

Postby serVar161 » Tue May 12, 2026 3:23 pm

Fostik wrote:You of course have control over it too before it's rendered, adding some auto translation library might work, and perhaps it worked that way in the past, but because there's always changes to the game and quests coming with all that complex word formation it can't be translated reliably.
So really, there's nothing to ask devs but to make it simpler to translate, which is also I think is not right to do - quests tasks formed in a strange way works like kind of a riddle.

I didn't see the quest:

"From a giant tree on the shore of a lake,
wedged between two rocks,
with a name you'll never remember, so write it down,
walk toward the sunset until you reach a swamp.
In the middle of this swamp,
with its stinking water and leeches,
find a lone bogweed bush among the weeping willows.
And give it a granite stone so he can see
what solid ground looks like!"


Most of the quests I've seen consist of simple sentences that can be divided into 3-4 parts:
"Do something" "with such-and-such quantity" of "this item."
Sometimes, if you need to deliver something to someone, a fourth part, "to this," is added.

1) The "do" parts are simple verbs—deliver, greet, variations of "collect" (chip, harvest, catch, create), eat, light. Swim naked. There aren't many of them and they're easy to translate.
2) "Quantity" is generally a number.
3) "Items" are all translated, as a rule.
4) "To this"—quest givers' names, as proper nouns, don't need to be translated.
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Re: Translation of quests

Postby serVar161 » Tue May 12, 2026 3:41 pm

Fostik wrote:It's possible, everything displayed on your game client you can control.
The only thing is that unlike in client where you can have list of pre-defined names stored in it's sources, quests texts comes out of server, so you'd have to use different technology for translation than you used in the client.

I understand that everything is possible in theory. The question is how realistic or difficult it is in practice. Ender has a "save untranslated text" feature. I didn't find the task texts among these files.

As I said, I've encountered similar situations before, where the generated text code itself didn't allow for replacement with a translation. And the developer changed it, adding this capability.
This is a simpler option than writing client-side code that reads the task, replaces it with the translation, and updates it with each change.
This is especially true if the client-side code is simply a single piece of text, while the server-side code is a set of variables.
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Re: Translation of quests

Postby Regulus2424 » Tue May 12, 2026 4:08 pm

In theory this guy could just make an effort (no doubt an enormous one) and learn another language. The question is how realistic or difficult it is in practice.

But that's beside the point, as he proceeds to admit to the fact that quests are written in a manner simple enough to be understood even by him (!), without the translator. So this just another pointless post, seemingly caused by desire to see more cyrillic on the screen or something, idk, I'm not retarded. :roll:
W6 - giga noob hermit
W7 - giga noob hermit, part 2
W12 - hermit
W13 - sprucecap extraordinaire from Magnanimous Magistrates
W14 - PotFriendJr from Doom Fortress
W15 - He Who Was from Gnomes Gone Gangsta
W16 - Marazhai from Wildfox Bread/Hogwarts
W16.1 - Knave from Pimp My Wheelchair
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Re: Translation of quests

Postby Fostik » Tue May 12, 2026 4:12 pm

I mean, I tried to reason, green freak will make however many long posts to show his stiffness to change mind after arguments provided :?
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Re: Translation of quests

Postby serVar161 » Tue May 12, 2026 5:02 pm

You only think about yourself. Different people play the game, with varying levels of English proficiency.

"What? You just started school and don't know English? Then go learn it, don't play games!" "Grandpa, are you here to play with your grandkids or your kids? Better go write your will, because by the time you learn English, you'll already be dead." "Ha-ha-ha, how witty I am."

Only 5-20% of people know English. For various reasons. For some reason, game developers translate games, add automatic translation to social media, translators translate from one language to another instead of just into English – how stupid they are. Shareholders and owners, pay attention to this chat, there's a candidate for a management position here – he'll teach you how it's done.
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