| > Russian allows for sentences without any pronouns, or only neutral ones. 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." |
Ooh, so that's what you mean. In that case I'm quite sure it'd be extremely situation and culture specific, probably to the point of being impossible to accurately translate. Concepts like "agender" are deeply mired in local politics and characteristics of the specific language.
In English a game could treat somebody as "they" without much difficulty.
But in other languages, you quickly run into trouble. Eg, Spanish has seen some use of "@" as a stand in for indicating "either masculine or feminine", eg, "invitad@s" -- but that's rather quirky, goofy, literally unpronounceable and unfitting in any kind of serious context.
In anime there are characters whose gender is supposed to be unknown, like Nanachi (https://madeinabyss.fandom.com/wiki/Nanachi). This works in Japanese and English, but Spanish and Russian outright treat Nanachi as female, and just stick a "gender is supposed to be ambiguous" note somewhere in the corner and this particular bit about the character gets completely lost in the translation.