Category: Strategy

EQHO and Bug-Tracker Sign Strategic Partnership for Expansion of Southeast Asian and Canadian Games Markets

Game developers benefit from single-sourced suite of Asian game localization and testing services

Montreal 24 November 2016: Montreal-based Bug-Tracker Laboratories, dedicated to quality assurance and localization testing in the video gaming industry, announced today the signing of a strategic partnership with Singapore-based EQHO Globalization, a specialists in Asian game localization.

Both companies count major gaming brands such as Bandai, Blizzard and EA as clients, so the partnership will accelerate the Asian language localization-to-testing process by providing game developers with a suite of integrated games localization, multilingual voice production, testing and QA services. Bug-Tracker had a presence in China for six years so will leverage this experience for a strategic re-entry into the lucrative Southeast Asian markets, which is poised to grow to $2.2 billion by 2017. Bug-Tracker will establish secure testing facilities within EQHO’s Bangkok production center, whilst EQHO will benefit by establishing a physical presence in the $3 billion Canadian games market.

“We’re excited about the growth opportunities brought about by this mutually beneficial partnership”, stated Antoine Carre, President of Bug-Tracker Laboratories. “Our services complement each other, resulting in the further development of activity in the emerging Southeast Asian market, ultimately promoting and contributing to its growth. A joint venture with EQHO is our ultimate goal.”

Commenting on the recently penned agreement, Phanitanan Sanitprachakorn, EQHO’s Group CEO, said, “Bug-Tracker broadens and deepens our game testing services so we can better serve our clients with a more integrated service portfolio. We are looking forward to making the partnership work, take advantage of the respective geographical expansion we are providing each, whilst leveraging EQHO’s 20 years of Asian game localization expertise along the way”.

The Asian games market has grown 10.7% year-on-year compared to an industry average of 8.5% and, according to Newzoo, Asia represents 58% of the growth of the global games market. As games developers look East to drive more revenues, EQHO is rolling out consulting services to provide market entry strategies, partner identification and distribution channels, especially in ‘Big 6’ markets, namely Indonesia, Malaysia, Philippines, Singapore, Thailand and Vietnam, for global games developers.


About EQHO

Headquartered in Raffles Place, Singapore, and with end-to-end production centers in Thailand and Laos, EQHO Globalization Pte. Ltd. delivers complex, multi-discipline translation and multilingual voice services to global brand leaders, including 23 of the Forbes Top 30 companies. In 2015, EQHO’s team of 3,500 linguists translated 80 million words into 60 languages and delivered 51,666 minutes of multilingual audio. EQHO is ISO 9001:2015 and ISO 17100:2015 certified by Intertek, and is recognized by the Common Sense Advisory as one of Asia’s fastest growing language service providers.

About Bug-Tracker Labs

The many services offered at Bug-Tracker Laboratories include functionality, localization and certification testing in a wide range of mobile applications, PC, console and virtual reality games. Through their 18 years of experience in the gaming industry, Bug-Tracker has developed the most efficient processes and methodologies to accompany you to success through the last steps before the launch of your titles. For more information, visit


An interview with Nutchayun AKA ‘GAME’ – EQHO Games Account Manager

Game – do you find Games Testing fun?

YES! The best part is being involved in the creative process. Whether it be interpreting something for a new culture, or making improvements that include actual gamers, it’s incredibly rewarding. When you can see your hard work in action on the final release of the game, it makes it all worthwhile.

What are the key components or methodologies of Games Testing?

There are 4 types of tests. First, there’s the Build Verification Test. The build verification test, or subsequent smoke testing, share the similar objective of eliminating potential bugs before localization testing starts. Typical build criteria include, is the build installable? Does it run? Is it free of major flaws? Can it be tested further?

The second is the Smoke Test. The typical sequence of steps in this brief and inexpensive test includes installing the application, starting it, creating a file using the application, saving and closing the file, and then restarting the application again. Next, open the file just created, make a few changes to it, save it and close again.

The third type of test is Graphical User Interface (GUI) Testing, which is performed once a build is accepted. The usual types of defects found include text expansion, resulting in truncated strings; GUI alterations, resulting in overlaps of GUI elements and controls or misalignment of their automatic hotkeys, resulting in duplicated hotkeys; hard-coded strings, resulting in untranslated strings; and missing or extra controls, resulting in missing or broken functionality.

And the fourth is Linguistic Testing, conducted by language-aware or native language testers on the actual localized product, running exactly as it would be used by local users in their own languages. Such testing is required, since much of localization takes place out of context, and much of the software testing is conducted by test engineers rather than language specialists.

There are different methods as well. Standard linguistic testing can be performed with language resources located onsite or in-house, in dedicated test centers or via local in-country staff.

Linguistic testing using screenshots of the localized product is another method, which can be conducted onsite or offsite. In this model, the language aspects of linguistic testing are separated from the engineering aspects. Non-linguistic test engineers prepare screenshots of all the requisite parts of the localized GUI and provide them to the language specialists, and remote access to a centralized test environment provided to linguistic testers.

What are the challenges you typically face in Games Testing?

One of the first challenges is the mythology the game is based upon, and the creative development required to adapt it to a foreign culture. For example, many ideas, characters, and lore that may exist in one culture do not exist in others – in fact, they may well be completely unknown! A game developed in one culture or country may even contain elements that another culture has never imagined.
The next biggest challenge is the fonts. Many games use typical Roman fonts, but when localized into other character sets, you have text expansion, contraction, tone marks, and many other additions that developers may have never considered when originally coding the game.

Are there any particular languages that are more troublesome than others?

Any language outside of Roman characters provides many challenges. Of course, Hebrew and Arabic present their own unique challenges, but generally, if you are outside the Roman language set, you’re going to run into issues that many developers never even considered when the game was first designed.

Is there any standard on how Bugs are defined and resolved?

Yes, we have a severity level as well as certain types. The type will always depend on the game. It is also important to prioritize the bugs and their severity.

Severity expresses the impact of a bug on the end user, usually scaled from 1-4.

1) Crash or hang bugs refer to loss of functionality, copyright issues, offensive text, etc.

2) Major bugs mainly impact functionality (or critical text is not visible).

3) Minor bugs are mainly cosmetic errors, and

4) Trivial bugs, which are the very small bugs like missing punctuation, for example.

After logging all bugs into the appropriate bug database, any outstanding issues or questions should be logged in the Master Question and Answer document. This document should be provided to the client each time updated source files or bug reports are sent.

The types of bugs that are typically found are hard coded strings in the code (that are not translated), concatenated strings in the code (that cause the ordering of a translated string to not make sense), key mnemonics mapped to native characters on the keyboard that don’t work (both accelerator keys and shortcut keys), GUI layout (often changes due to resizing of labels for text), some apps might need specific drivers for your target market (locale), if you have help files, they will need to be tested, and if you have web links, make sure they also point to the appropriate location (especially if those pages are localized)

What are the Top 3 Tips that will save money and time for a Games Localization project?

The #1 tip is to start early! The earlier you start to look at your code and prepare it for some of the bugs listed above, the more time and money you’ll save. Tip #2, start small. If you’re not completely comfortable going into multiple languages at once, start with one, learn the ropes, find mistakes, make a corrections plan, and build on it for future languages. Tip #3, invest in tools. At the end of the day, a human touch will always be required, but the technology available will make everything way more streamlined as well as consistent.

Challenges to entering the mobile gaming market abroad

Breaking into Asian mobile games markets is no cakewalk. While some games, like Clash of Clans, enjoy multi-year runs of wild popularity, they are the exception rather than the rule. Most mobile games release quickly, gain popularity fast, and fade away to make room for the next game just as quickly. Time is of the essence, but there’s good news: Since mobile games usually rely on action-oriented game play with simpler graphics, less text and character restrictions, and little or no voiceover work, they don’t take very long to localize!

That’s a good thing, because to stay on top of the market, you have to come in already localized with a system in place for simultaneous delivery (which a full-service localization company can facilitate). You’ll also need a local partner for distribution and/or monetization.

From there, you’ll need to master the finer points of what makes each country’s mobile players tick – or tap, as the case may be.

A few top-tips on what makes who tick (or tap) in Asia


Japanese players expect in-game social interaction, like combat between guilds.

South Korea

South Korean gamers have come to expect frequent game updates and special in-game events.


China has more than 15 app stores – which is a significant change from just dealing with two (Apple and Google’s) – as well as networks selling games, and middlemen at telecom companies and hardware manufacturers.

In general, Asian gamers are better conditioned for more complicated games than Western audiences – your game might be too simple for them. There’s a reason Angry Birds took off in the U.S. and not so much in Japan!

Find out more by downloading our eBook…

Mobile Gaming on the Move – Challenges of Casual Gaming Localization

China, Japan and South Korea comprise the world’s largest mobile gaming market with $12.2 billion in total revenue as of 2014.

If you’re counting, that’s 48 percent of the total global revenue for mobile games from just those three countries, and numbers of users are rising quickly.


Here are a few more vital statistics on the Asian mobile gaming front:

  • Android phones are far more popular than iPhones. In China, for instance, Android devices have a 64.2 percent market share, which is more than twice that of all iOS devices.


  • Thailand loves their Samsung and Apple phones nearly equally, with Nokia as a close third. However, inexpensive local brands are common too.


  • Indonesia, Cambodia, and Vietnam prefer Nokia, but Malaysia and the Philippines sit solidly on the Samsung fan wagon.


  • Japan’s market for both iPhone and Android games is the largest in the world, with a value 1.33 times the size of the U.S. market (as of October 2014)


Challenges of Mobile Gaming


Find out more by downloading our eBook on The Strategy Guide to Winning in Asia with Games Localization

Tackling the Tempting, Yet Perilous Japanese Mobile Games Market

“The largest mobile games market in the world” sounds awfully tempting, doesn’t it?


It’s like the Wonka Factory to a chocoholic, or Comicon to a Joss Whedon fan. It’s true, the Japanese love their mobile games. Step on any train platform in Tokyo, and you’ll see well-heeled young professionals furiously tapping at their phones (and odds are, they’re playing Monster Strike). What could be dangerous about introducing your game into such a welcoming country? Just take a gander at the statistics!


Here be dragons!

Specifically, a game called Puzzle & Dragons, which along with Monster Strike runs an effective duopoly on Japanese mobile gaming spending. Yes, Japanese gamers have been estimated to spend a whopping $65 a month on their mobile games, but 70 to 80 percent of that money went to either Dragons or Monsters. Between 2001 and 2013, not one foreign-made video game title broke the top 100 in Japan.

“yoge kusoge”

Which brings us to our new vocabulary term: “yoge kusoge” – or, “foreign games are crap.” That’s a loose translation of an idea that has pervaded the Japanese games market. It’s up for debate whether this attitude is changing – from what we’ve observed, well-localized Western games are in demand, at least in consoles and PC. But the mobile market? It’s a tough one.

Download our free comprehensive eBook to find out more…

The 4 Game-Overs of Culturalization

OK, so you’ve got a seriously great game that blows people away in the US. It’s bound to have the same impact in China, Japan and South Korea, right? Wrong. What makes a good story in one country may not work so well in another, worse still it may even cause offense – call it what you wish, a ‘culture clash’, but this is where culturalization comes in.


When approaching culturalization, there are four major potential pitfalls to consider:

History, beliefs, cultural/ethic friction, and geopolitical perspectives. Run afoul of any of these, and your game might well be banned from the most sensitive markets.

Let’s look at them one by one:

Victors may write history, but rewrites may be in order before that history is presented to foreign markets. Past events are among the most sensitive topics when entering into foreign markets since most (especially non-Western) cultures are very protective of their historical legacies.

Religion, Customs & Beliefs
When entering into markets with strict religious codes, any problematic content can cause backlash. Consider the dominant religions of your target audience. In Indonesia, Malaysia and the Southern Philippines, Islam is the most widely practiced religion; in Thailand, Vietnam and Singapore, it’s Buddhism; Christianity and Catholicism in the Philippines and eastern Indonesia and East Malaysia.

Cultural/Ethnic Friction
Ethnic conflicts in Asia abound (at least 24 ethnic minority groups with potential for conflict have been identified in Southeast Asia alone). But mostly, conflicts arise when there are ethnic or cultural stereotypes within games, or plot points that reinforce negative bias towards specific groups.

Geopolitical Perspectives
Wars are generally fought over three things: Religion, resources, and land. Geopolitical problems arise from the latter as nations vehemently defend their borders and geopolitical perspectives. Usually, these issues result from a nation claiming a territory and requiring that territory be shown as part of their nation in game world maps.

Find out more by downloading our eBook..

The importance of understanding different cultural nuances in games translation

Translating any work of art into a new language brings with it a wide range of challenges that must be overcome. It is not enough to merely convert the text word-for-word into another tongue, as there are usually a number of nuances and subtleties that you will miss if you take this approach. If you are not careful, this could completely change the meaning of certain sections of the work.

This is especially important in the world of video games. While this is not always the case, many games contain significantly more text than a film script would. There is also the possibility of having dialogue trees with multiple options, all of which need to be distinctive and carry a different meaning.

Getting this right is crucial. In order to produce the best work that you can, you will need to look out for some of the following roadblocks that can make a translation job twice as difficult as it should be.

Multiple meanings

If you’re accustomed to working in a language such as English, you will be used to most words meaning one thing and one thing only. This is not always the case – such as with ‘minute’, which can be taken to mean ‘small’ or as a measurement of time – but where there is a double meaning it is usually easy to understand it from context.

However, when converting a work into a new language it is easy to miss these contexts, and you could end up mistranslating a word by taking it too literally. This actually caused one of videogaming’s most famous translation errors, when a sentence from Street Fighter II was completely transformed from the Japanese to the English editions.

In the Japanese game, a character says: “If you cannot overcome the Rising Dragon Punch, you cannot win!” However, a translator misinterpreted the characters for Rising Dragon and instead took them to be the name of a new character called Sheng Long. The English version therefore instructed players to defeat Sheng Long, a character that did not exist.

This is a great example of a simple error that completely altered the gameplay of Street Fighter II, with fans fruitlessly searching for a way to get past that level. This shows the importance of making sure that any instruction you give your players is clear and well-translated, otherwise your game could end up confusing people.


Another hurdle that must be overcome is that of censorship. Dialogue that might seem completely well-meaning to you might offend people in another country, which could result in the game being given a higher rating. This will affect sales, as it will shrink your game’s potential market.

An unusual example of this can be seen in the 1989 side-scroller Final Fight. One of the bosses in the Japanese version was a sexualized woman referred to as ‘Poison’. However, this was deemed unsuitable for American audiences, so in the US release of the game all references to Poison use masculine pronouns.

Hearing the character referred to as ‘he’ rather than ‘she’ sparked a debate about whether or not Poison was transgendered, which continues to this day. This kind of change is inadvisable, as it can be clumsy and cause more problems than it solves.

Cultural differences

Of course, there are some games that need to have text and dialogue changed from place to place so that they make sense in context. References to curry might be altered to something like pizza in the American release of the game, as curry is not associated with junk food in the US.

Similarly, a character might talk about playing cricket in a western game, but the Chinese release might talk about table tennis instead. This is simply a matter of changing the dialogue so that it evokes the right impression to players in different cultures.

The Pokemon games have done this a lot, perhaps most notably with the series’ villains Team Rocket. In the original Japanese games they were supposed to represent the Yakuza, but in the West that was changed to the Italian Mafia. As such, the group’s leader was renamed to Giovanni to suggest Italian heritage.
There are so many differences between cultures that translations need to be as flexible as possible so that the meaning of the game comes across correctly no matter what market you are selling it in. As such, you should constantly watch out for these potential pitfalls.


What will the lifting of China’s games console ban mean for localization?

After enacting temporary changes at the beginning of 2014, China has at last reversed its ban on the import and sale of foreign videogame consoles. Originally enacted in 2000, the ban prevented the Chinese populace from playing console games despite the fact that many of them were manufactured in the country.


Now, all consoles created in the Shanghai Free-Trade Zone will be able to be sold throughout China. While some Chinese people have been able to use these consoles thanks to a black market that has developed over the last 15 years, for many this will be their first ever taste of console gaming.

However, this presents a new challenge for the industry as a whole. Previously, the Chinese market only needed to be considered when producing PC games, but now all games manufacturers will need to prepare their products for this nation. With an estimated value of over $20 billion in 2015, it would be foolish to ignore the Chinese gaming sector.

This means console game manufacturers will need to adapt their localization strategies. As much as China is an exciting new market with a lot of potential, it also comes with a lot of restriction and some significant challenges. Here are a few of the ways localization will change following the lifting of the console ban:

New platforms

While China’s growing middle class is enthusiastic about gaming, it is worth remembering that for many Chinese people a console simply costs too much. Even if they can afford the original console, the high price of games might put them off even more. As a result, there has been a race to create a new, budget console for this market.

For example, China’s version of Kickstarter, currently employs a console called OUYE. Its design has received a lot of negative attention from critics, as its body is extremely similar to Playstation 4’s and its controller looks identical to XBox One’s. However, it may succeed simply because the console with one controller around $70.

These new budget consoles could prove problematic if they grow in popularity. Games manufacturers may have to adapt their products in order to have them work properly on these new systems, which could add a new wrinkle to their localization strategies. However, only time will tell.


The second – and perhaps the largest – problem that games designers face when localising in China is that of government censorship. China is well-known for harshly restricting its arts in order to convey – or ban – certain messages, and the games industry is no different in this regard.

According to the terms of the new regulations governing foreign games, certain content is prohibited from being presented. This includes, among others, anything that promotes “obscenity, gambling, violence and drug-related criminal activities, or abetting a crime”. However, China’s government is also prepared to ban games that it considers to undermine national sentiment or unity, or violate public morality or cultural traditions.

The game ‘Battlefield 4’ is a high-profile example of one that was banned in China, as it was viewed by some as being a threat to the nation’s security. As such, game manufacturers will have to be careful regarding the content of their games, and may have to cut certain sections in order to sell them in China.


Another concern to bear in mind is geography. If a game contains a map, it stands a good chance of being banned in China if said map shows Tibet, Hong Kong or Taiwan to be a separate nation, even if it would be historically accurate to depict them in this way.

This has already happened to Hearts of Iron II, a strategy game set in World War II, and Football Manager 2005. The former was due to its map depicting the above countries as separate entities, while the latter was because these nations had their own football teams. In the opinion of the government, this detracts from the national unity of China.

Cultural changes

Finally, there are several cultural changes that must be taken into account in order to implement a successful localization policy. These are not 100 per cent necessary, however they will make a game more appealing to Chinese audiences and will prevent cultural misunderstandings.

One example is colors. In China, white is associated with death and mourning, as it is the color worn at funerals. Red, on the other hand, is not associated with anger and violence as it is in other cultures. Instead, it represents good luck and happiness. These are important things to bear in mind when marketing games, in order to evoke the right emotions.

There is also the matter of getting a good translator for any dialogue in a game. The differences between Mandarin and Cantonese must be remembered, as well as period-specific dialects if the game is set in the past. Remembering these cultural differences is key to making sure a product is well-received in China.


Why Southeast Asia?

We’re starting in Southeast Asia precisely because so few people do. You know you want into the South Korean and Japanese markets. And China? That country is the largest gaming nation in the world.

But the six countries that make up Southeast Asia are vital, active, game-hungry markets too.

Meet the Big Six
Thailand, Indonesia, Malaysia, Singapore, Vietnam and the Philippines.

Newzoo estimates that revenues in the Southeast Asian games market will double to $2.2 billion by 2017.

These regions are young – as in the majority of their populations are in the target age ranges for game playing – between 15 to 54 years old.[i] Newzoo also estimates that these countries hold a total of 126.2 million gamers, 59.7 million of whom pay for the privilege.

Find out more…