| > But this is what I'm asking -- does it actually require knowing the gender, or does it just need the pronoun to line up with the variant of the word? That's one and the same the way I understand your question. Gender implies a specific pronoun. Though there can be exceptions, like where the "sea" in Spanish can be both a "he" or a "she", and which a famous poem uses to a hard to translate effect by alternating between both. But, and I say this very seriously, translation is very lacking in things being "just" something. Eg, see this for a discussion of more issues: https://manpages.ubuntu.com/manpages/bionic/man3/Locale::Mak... > Does the Russian language allow you to mismatch pronouns and gendered variants of words with each other when referring to the same subject? Because if it doesn't, you don't need to know the gender, just the pronoun, and then you need to match the gendered variants of words to the pronoun. Russian allows for sentences without any pronouns, or only neutral ones. Eg, the sentence "I forgot", in Russian has "I" as not indicating any gender, and it only being present in the ending of "forgot". You have to understand Russian grammar and cases to extract it from there. And yet "I know" is gender neutral. It's funny like that. > This is also not what I'm asking. I'm not auto-translating games, I'm attempting to build systems where the options and information I'm collecting would allow a translator to translate that game. I'm not talking about auto anything. I'm talking about that support for translation in a game is complex and requires serious planning. Any time you're composing a sentence from parts is likely a place where complexity will explode exponentially as you add support for more languages. There's also all sorts of weird quirks to consider. Eg, if you have some sort of mystery, in Russian gender appears pretty much everywhere, so if your mystery murderer is one of the few women in the setting, then Russian makes it nigh impossible for anybody to refer to her, or for her to talk about herself, and not drastically reduce the list of suspects by instantly revealing it has to be a woman. If you truly like to suffer, have a place where you form a string of the form of "$PERSON picked up $COUNT $ITEMS". In some languages you need the gender of $PERSON, and it'll affect the verb. You'll need to know the right declension of each item that can be possibly picked up. Plurals of course need to be accounted for, and in Russian the forms of "file" for amounts of 1, 2 and 5 are different. So a little thing like that can balloon into pages worth of weird and complex code. An additional fun quirk is polite language and honorifics. "Do you want some coffee?" can be said to anyone in English, has formal and informal forms in Russian and Spanish, and a whole bunch of possibilities in Japanese. If you happen to mention 5 different people in a Japanese sentence you'll likely make it clear who's your younger sister, who's a classmate, who's your superior, and who's the jerk you hate. |
Right, but you're describing a situation where a specific singular sentence doesn't happen to have a gendered pronoun in it, you're not describing a sentence that requires knowing a person's gender. If you knew as a translator what pronouns a person commonly used, you'd still be able to translate the sentence "I forgot" in a grammatically correct way, right?
Unless Russia supports someone simultaneously using a masculine pronoun and a feminine variant of "forgot" when talking about them? But my understanding is that it doesn't.
We're not talking about a situation where we have no idea who the subject of that sentence is -- if you know what pronouns a person usually uses in Russian, it still seems like you could pretty easily translate that person saying "I forgot" -- because the important grammatical part of that is the consistency between the gendered variant of "forgot" and the gender variant of the pronouns that person usually uses.
----
> If you truly like to suffer, have a place where you form a string of the form of "$PERSON picked up $COUNT $ITEMS".
So I have looked into this a bit as part of building dialog systems for my games, and yeah, it is super complicated. But while yes, it absolutely requires writing a ton of code and supporting a ton of variants and possibly even writing specific language-dependent code for certain translations, and while yes, it does require tracking object state to a much greater degree than you typically would for a purely English game, it still doesn't seem to change anything about what information I need to ask the player during their profile setup.
I'm still having trouble finding an example of where asking a player what their pronouns are isn't sufficient information from that player to do a translation.
Understand, I am not saying that translations would be easy, I am not saying that dynamically constructed sentences would be simple (they would not be simple). I am not saying that cultural translation and differing norms and references wouldn't be intensely difficult to deal with. But I can't find an example where I need to know the player's gender. I don't know of a language that gramatically distinguishes between pronouns and gender to a degree where knowing someone's pronouns wouldn't be sufficient to determine what gender-variant words to use to when referring to them.
I'm trying to imagine a scenario where someone says, "I use primarily he/him, but technically I'm actually agender", and I reply, "oh, good to know, we couldn't have done a translation with your character without also knowing about the agender part."