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Miles Jacobson

SI Staff
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Posts posted by Miles Jacobson

  1. 4 hours ago, Neil Brock said:

    I'm not in a position to reveal how our research is taken, you'd be better off asking Miles but I'm not sure he can say either, but I do know it's accurate and as said before this forum is not a fair representation of the 'average' FM user. 

    To clarify - the "research" is live data from the game. As per the EULA, we anonymously collect data to help us with the games development. This can be turned off in preferences. So it's accurate based on data from over 1m people who played FM17 and didn't turn off the data collection in preferences.

  2. 7 minutes ago, John_Yuki said:

    Except at Football clubs you know what you are getting when you purchase your season ticket. We know NOTHING about this game yet, and you have already opened pre-orders for the game? I don't see the benefit of this for your loyal customers at all. It seems more logical to start accepting pre-orders AFTER you release details about the game. I would love to hear your reasoning for doing this? 

     

    Early bird season tickets are on sale until April at most clubs. With any chasing promotion & relegation, they don't know what division they in. They end well before the transfer market opens, let alone closes.

    We are announcing features before the discount period ends. Which is more than any club early bird discount does.

    So I don't understand your issue. At all.

  3. With FM17 we attempted to do something that we’d wanted to do for years – and that was to put in place an “early bird loyalty scheme”, just like you have with season tickets at football clubs, so that if you owned our last 4 titles, you got a 20% discount from your pre-order from our friends at Steam. It was very experimental – not something that others devs had managed in the past in the way we did it, and we’re very grateful to Steam for putting the technology in place not just for you, but also for other studios and publishers who wanted to use it in the future.

    It was hugely successful and appreciated by a very large group of people – our pre-orders had never been higher. But we also saw quite a bit of negativity on social media for varying reasons, but mainly because people didn’t understand it, or thought we were doing it only in advance of announcing any features, the latter of which wasn’t true.

    So we spent some time with Steam and SEGA working out how we could simplify the offering to make it easier to understand, whilst utilising the technology that Steam have available to them. And, of course, get them to agree to give a discount to their customers, as they are the retailer, not us.

    Therefore, those who pre-order Football Manager 2018 via Steam (or the SEGA store), and who own Football Manager 2017, will get 25% off up until October 9th. Because it’s only for people who own FM17, we’re not calling it a loyalty scheme anymore, as it’s one game not 4. So it’s now a signing on bonus for those extending their contracts. Gotta love using football terminology for these things J

    By the time the promotion ends, the key new features will already have been trailed (those are due to be announced late September as Brocky mentions above) and we may have even released 1 or 2 full feature videos by then – can’t confirm the latter yet, as we don’t yet know what dates those will be released, or even how many feature videos we’re doing in total as yet. But you’ll have the headline feature news already, so all good!

    For those that don't already have it, our friends at Steam are offering a whopping 80% discount on FM2017 for 48 hours from the time of this posting too...
    http://store.steampowered.com/app/482730/Football_Manager_2017/

  4. It's not going to be perfect alignment wise - but certainly better than the option now of just playing in English :)

    We're going to be monitoring the success of this system both with quality, downloads and extra sales in the region, and will react accordingly. We might not have time to change things to make it work better with FM17, but hopefully 17 will do well enough to allow us to make FM18 and make improvements to the community translation system based on feedback and use.

  5. Every year we get requests from around the world from people who want us to add a translated version of Football Manager in their language.

    As much as we’d love to translate the game into every language, it’s often not possible for us to do so.

    So, in the same way as we let people add extra leagues to the game and make them available via Steam Workshop, with FM17 we’re doing the same with languages.

    Once the game is released on November 4th, you’ll notice a new tab on the Steam Workshop called “Community Translations”. This is where the community-made translations will live, and you’ll be able to download them here and change the language in game.

    If you want to make a community translation you’ll need to wait until the game is released on November 4th when full instructions will be provided as will the relevant files – but here are a few questions answered now so you can get yourself ready.

    What languages can I add?
    We ship the game with 16 languages and, in theory, you can add any language you want to, but there are some font restrictions. The game will ship with fonts that can cover Latin/Cyrillic character sets plus Arabic, Chinese (simplified & traditional), Hebrew and Japanese

    Can we collaborate as a team for the translation?    
    Yes, you can, and this will be part of the guide that we release to making translations once the game is released

    Who owns the translation?
    The people who make the translation will own it – as with any Steam Workshop content, it’s owned by you. You will NOT be able to charge for it though, or sell it to any third party.

    What can be translated?
    The translation files are for any text in the game not including data (player names/club names/injury names etc). Although, in theory, you can already translate those in the data editor.

    How many words are there to translate?
    There are over 100,000 “strings”, which are made up of more than 1.5m words.

    When can I start working on it? 
    We’re still working on the files for the game now, and they won’t be ready before its release on November 4th.

    How do I import them into the game?
    You import via Steam Workshop, then change your language in game.

    What if I want to add in a language that isn’t covered by the fonts already there?
    Ask us on our forums at community.sigames.com and we’ll see what we can do – we can’t promise anything, as each new font we add adds more memory to the game for everyone, but will look into it.

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