News Liste Star Trek: Infinite

Dev Log #9 - Heghlu'meH QaQ jajvam
Star Trek: Infinite
10.11.23 12:00 Community Announcements

Stardate 23861.7



One of the best parts of the Deluxe Edition (and pre-order if you got that) is the Klingon Advisor VO Pack. During launch there was a lot of confusion about what this was. Several outlets said it was a voice line, just the greeting when interacting with Klingons.

We did correct this for most people, and most people now know that it is. Today I wanted to revisit this and have a talk with our translator for the pack. The authenticity of the Klingon in our game was important, and for this work we had to go to the best.



Introduction


In the ever-expanding universe of Star Trek, there are those who delve into the intricacies of its cultural tapestry with a passion that transcends the screen. Enter Chris Lipscombe, more famously known as qurgh, a name that resonates within the Star Trek community. As the President of the Klingon Language Institute (KLI), qurgh not only champions the linguistic complexities of the warrior race but also leads the Klingon Assault Group, fostering a fan club that celebrates the rich lore of the Klingon Empire.



Backstory


qurgh's affinity for the Klingon language was sparked in his school days during the early '90s, kindled by audiobooks like Conversational Klingon and Power Klingon, and solidified with the discovery of The Klingon Dictionary. His early linguistic exchanges, once confined to school corridors, evolved into a deeper passion during his university years. After a brief interlude following his move from the UK to the USA, qurgh's translation work flourished, leading to significant projects such as revising A Klingon Christmas Carol and contributing to The Big Bang Theory, efforts which thrust Klingon back into the cultural spotlight. His growing proficiency saw him rise to a pivotal role within the Klingon Language Institute (KLI), steering its operations and furthering the language's legacy.

qurgh's translation endeavors have extended the reach of the Klingon language far beyond its traditional bounds. His linguistic skill has infused life into a variety of mediums, from television to stage, and even into the lyrics of the Klingon Pop Warrior. His pioneering work includes the first use of the authentic pIqaD script in the Manifest Destiny comic and engaging translations for PlayMobil's commercials. Beyond entertainment, his translations have played a pivotal role in integrating Klingon into pop culture, enriching the Star Trek narrative and ensuring that the language's guttural beauty resonates within our collective imagination.

So when Star Trek: Infinite decided to have a Klingon Advisor Voice, who better to work with?



Working on the Script


PDX_Ruk: What do you find to be the most challenging and rewarding aspects of translating it?

qurgh: The most challenging part of the language for me is translating concepts which don't have corresponding Klingon words. Something that could be one or two words in English might end up needing multiple sentences to explain in Klingon. Often, while translating the Klingon script, I was creating sentences that no one has ever created before in Klingon. It's then very rewarding when someone else hears or reads them and successfully understands one of these complex ideas.

PDX_Ruk: How did the culture of the Klingons influence how translations in the game went?

qurgh: The Klingon language is very closely tied to Klingon culture. You can't understand one without understanding the other. Klingons are a straightforward people who value aggressiveness and strength, and it shows in their language. There are no pleasantries in Klingon, no "please" or "thank you", no "good morning" or "how are you today?". They just talk about what they need, or want, to talk about, no more and no less. This means Klingon translations tend to be short and succinct, although it's very possible to be as verbose in Klingon as one can be in English, or any other language. Fortunately the original script felt very Klingon, which made it much easier for me to bring the culture into the translations.

PDX_Ruk: Klingon must have changed over time? From its early days and into its modern version. What are the typical conflicts you encounter with these changes?

qurgh: Fortunately many of these changes and conflicts have been handled by the creator of the Klingon Language, Dr. Marc Okrand. Back in the '90s he wrote a book called "Klingon for the Galactic Traveler", the first major work on the language since the Klingon Dictionary. This book is a deep dive into the language, which also successfully retconned a lot of the language usage from The Next Generation, movies, and what parts of Deep Space Nine had been aired at the time. Dr. Okrand has also continued providing the Klingon speaking community with the best way to use new words and phrases as the show writers created them. This means that most Klingon speakers and translators don't have to come up with solutions to canonical changes and can focus on using the language instead.



PDX_Ruk: The Trek fan base can be a contentious people, do you often find yourself in conflict with existing texts or ‘canon’ after you have written something?

qurgh: Most of my translations over the years haven't been constrained by having to strictly follow Trek canon, although there have been times when working on in-universe translations that I've questioned if the original I've been given would be something a Klingon would say or do. When I translated A Klingon Christmas Carol I worked closely with the original playwrights to make sure the story fit in with Star Trek canon, Charles Dickens canon, and tlhIngan Hol canon. For the Star Trek: Infinite translations, they are both in-universe but also have to fit with the gameplay mechanics, so I had to make sure the translations felt Klingon while also accurately relaying the needed information.

PDX_Ruk: Was there ever a need for you to make new words or phrases, situations that required something brand new?

qurgh: One of the "rules" most Klingon speakers agree to follow is to not create our own words (although there were times in the past when this wasn't true.. and things got confusing!).
We play a game of "we are learning a language that comes from another planet" so if we need a new word for something, we have to ask someone who can ask the people from that planet if they have a word. The someone we ask is Dr. Okrand, who then asks a Klingon called Maltz (you might remember him from Star Trek III - there's a whole story around how Maltz ended up working with Dr. Okrand) if such a word exists. Sometimes there is a word and sometimes there isn't. Often we get a Klingon version of the "something", which then teaches us more about the Klingons. Fortunately I didn't need to get any new words for Star Trek: Infinite.



We extend our heartfelt thanks to qurgh for taking the time to share his insights and experiences with us. His dedication to the Klingon language and culture has not only enriched our game but has also deepened the appreciation for this intricate language within the fan community. We eagerly look forward to witnessing more of his exceptional work in the future.
Thank you, qurgh, and Qapla'!

This week's dev diary may have taken a more exploratory journey into the linguistic universe of our game. I still understand your craving for concrete information.

Rest assured, next week's entry will pivot back to the more specifics.
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Release:12.10.2023 Genre: Simulation Entwickler: Nimble Giant Entertainment Vertrieb: Paradox Interactive Engine:keine Infos Kopierschutz:keine Infos Franchise:keine Infos
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