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In order to achieve total immersion in the game world, TRANS · núm. 15 · 2011 DOSSIER · 39-51 increasing therefore player’ satisfaction, localization should ideally aim at creating complete suspension of disbelief. However, time constraints and constant design and script changes mean that localisation is sometimes forced to trade quality in favor of speed, because missing release dates can mean multimillion losses. This article explains the strategies BioWare has developed internally to counteract the problems provoked by long-established game development practices with the ultimate goal of supporting quality localization from the start, and so guaranteeing players’ suspension of disbelief whatever the language version they play. key words: multiplayer, localization, role-playing, , online, MMO, RPG

Enabling the Localization of Large Role-Playing

Games Facilitando la localización de videojuegos de rol masivos

Con el objeto de lograr la inmersión absoluta en el mundo virtual del videojuego, aumentando así la satisfacción del jugador, la localización debe conseguir el ideal de la total suspensión de la incredulidad. Sin embargo, los cortos pla- zos así como cambios constantes de diseño y guión a veces obligan a que la localización tenga que cambiar calidad por velocidad, porque el cambio de las fechas de lanzamiento suele provocar pérdidas multimillonarias. Este artículo explica las estrategias que BioWare ha desarrollado inter- hris hristou C C namente para contrarrestar los problemas provocados por Lead Localization Tools Programmer, BioWare las prácticas tradicionales en la industria del videojuego. Jenny McKearney El objetivo es facilitar un proceso de localización de alta Localization Producer, BioWare calidad desde el principio del desarrollo, de modo que se Ryan Warden garantice la suspensión de la incredulidad de los jugadores independientemente de la lengua en la que estén jugando. Localization Project Manager, BioWare palabras clave: multijugador, localización, juego de rol, videojuego, en línea, MMO, RPG chris christou, jenny mckearney & ryan warden TRANS. REVISTA DE TRADUCTOLOGÍA 15, 2011

introduction BioWare has developed a number of critically It could be said that, in general terms, localiza- acclaimed games: Baldur’s Gate, MDK2, Bal- 40 tion has been a part of human interaction since dur’s Gate 2, (and its myriad man first stepped out of the cave and attempted expansion packs), : Knights of the Old to communicate his experiences to people from Republic, , , Sonic Chroni- other tribes. While that first attempt would cles: The Dark Brotherhood, Mass Effect: , have been decidedly crude, modern-day locali- : Origins, and . We’re zation has the benefit of thousands of years of currently also developing a massively multiplay- process-refinement. The fundamental quan- er online (MMO) RPG based in the Star Wars dary of localization hasn’t changed though: how universe, entitled Star Wars: the Old Republic. can one effectively communicate the myriad nuances of an experience to another party — Role-Playing Games especially to a party versed in, and indeed, All the games listed above are RPGs — games expecting, a specific cultural manner? that, in addition to other elements, This question becomes even more compli- emphasize plot and character interaction cated when associated with interactive enter- through interactive dialogs, as well as charac- tainment experiences such as video games. The ter customization and progression. The final mark of perfect localization would see a player product is intended to present a fully-realized considering a video game to have been created and compelling for the player. RPGs can, in his culture, for his culture. That is, the ideal and should, be sprawling, epic universes. It is localization would engender a complete sus- for this reason that developing RPGs is difficult. pension of disbelief. The amount of content in an RPG can be Of course, the ideal is often unattainable. staggering: Dragon Age: Origins contained Time constraints reduce diligence in favor of well over 1,000,000 words and 56,000 lines speed. Budget constraints reduce creativity of recorded voice-over audio (VO) in total. If in favor of neutralized blandness. Scope con- one considers that an average novel contains straints, on the other hand, often don’t exist. approximately 75,000 words, Dragon Age: The presence of any one of these constraints Origins was comparable in size to more than severely undermines quality. In the develop- thirteen novels. ment cycle of a given video game, there is a This paper will focus on the localization of confluence of these (and more) constraints. the Mass Effect franchise, as the authors worked To overcome these obstacles, BioWare has most closely on it. Mass Effect had approxi- developed certain processes with the ultimate mately 300,000 words and approximately goal of enabling high-quality localization and 25,000 lines of VO. Mass Effect 2 expanded on maintaining the player’s suspension of disbelief this scope, with 444,000 words and 30,000 whatever the version they are playing. lines of VO. Additionally, each of the statistics quoted BioWare above pertains to the English version only. BioWare is a division of that The localized versions of Mass Effect 2 added specializes in the creation of role-playing up to approximately 2.7 million words, and games (RPGs). Over the course of fifteen years approximately 140,000 lines of VO (across TRANS. Revista de Traductología 15, 2011 Enabling the localization of large role-playing games four recorded languages: French, Italian, Ger- is to put together as complete a localization man and Polish). Over 300 days were spent in kit as possible. The key idea is simple enough; recording studios, utilizing the talent of more translators need information to create high- 41 than 350 different voice actors in three different quality translations, so we endeavor to provide time zones. as much information as possible. This has an added side benefit of eliminating uncertainty localization before it occurs. Pronunciation Guide The scale of this sort of localization can be a challenge, especially given that our schedule We are lucky at BioWare in that the localiza- dictates that we cannot wait until the game tion team works closely with the English (EN) content is final before localizing it. BioWare VO team; reference material created for the EN games must be localized while content develop- team is often useful for the localization team ment is ongoing. If managing this sort of scope (and vice-versa). This reference material typi- is difficult under the constraints of one lan- cally includes a recorded pronunciation guide guage, it is especially so for multiple languages. for the more esoteric terms in the intellectual The essential localization workflow remains property (IP). During the production of Mass the same, despite the scope: export text for Effect 2, for example, our senior editor worked translation, translate, import text, print scripts with the EN VO team to record the pronun- (as necessary), record VO (as necessary) and ciation of various IP-specific terms, long in repeat. The basic principles are nothing new, advance of the start of EN VO recording. but when the demands of the game industry The localization team was able to re-use and the global marketplace are pushed onto this work for the localized VO recordings, in an traditional practice, many questions need to be attempt to preserve consistency in the IP. There raised: How can we refine the processes in this is no risk of stumbling over strange pronuncia- workflow? Can we automate some of them? tion in the recording studio; with such a pro- Can we apply them to subsets of the game nunciation guide available, the studio should content? Can we re-apply them as necessary? be able to focus on obtaining high-quality Can we eliminate re-work where possible, or recordings in a reasonably rapid manner. There speed up the re-work where unavoidable? At is less time (and money) wasted waiting for the BioWare we answer with a resounding «Yes». developer to respond to questions regarding pronunciation. Preparation IP Glossary Usually in the early stages of game production, not enough information is available to allow After having worked on the original Mass us to make firm localization plans. There is Effect title, the Mass Effect 2 writers and editors no detailed scope information yet — often the also compiled a series of documents detailing only information available is «the last game plus the IP. These documents, together with our or minus 20%.» This makes scheduling diffi- in-game Codex information, allowed us to crea- cult, but there is still other project management te an encyclopedic compendium of IP terms, work that can be done. One of our first steps descriptions and pictures. We were able to chris christou, jenny mckearney & ryan warden TRANS. REVISTA DE TRADUCTOLOGÍA 15, 2011

detail all pertinent elements of the Mass Effect in dialogues or menus. Rather, this meta- universe — from the history of the universe, to data is used to describe the virtual characters 42 the various races that inhabit it — and provide experienced in-game. It contains pertinent this information to the localization team. background information such as name, gender, We found that this IP Glossary was useful species, age, character archetype, importance for all external partners, and new members of (major/minor character), speech patterns, the team — not just localization partners. This accent, demeanor, etc. documentation allowed us to preserve cohe- The character bible contains any informa- sion throughout the Mass Effect universe, and tion that an actor will need in order to accu- anyone even tangentially-related to the project rately portray the character, as envisioned by would be able to use the information contained the writers. As changes (additions, updates and in this series of documents to become familiar deletions) are made to the characters over the with the IP. course of development, delta (updated) infor- mation is tracked and displayed. Translator Q&A Documents This information is not just useful to the One of the many enjoyable aspects of work- VO recording teams, but it is also essential for ing on a sequel is the opportunity to re-use translators as reference text. This is yet another work that went into the previous game(s). The way that the development and localization localization team maintains a document detail- teams can share context with translators; we ing translator questions, and the answers there- can reduce basic translator questions, which to. Wherever possible, we try to use the same speeds up the translation process. Plus, it has translators for sequels, so that we can make use the added benefit of enabling a higher-quality of their experience. That said, the possibility translation. exists that they could need a refresher on the All this information must be tracked and material — or that we could have to train a new displayed in an informative and unobtrusive translation team. manner, throughout the entire development For Mass Effect 2 we were able to re-use the process. Mass Effect 2 featured 572 distinct Q&A document from Mass Effect to ensure characters, and managing all of this data can that, at the very least, translators didn’t have to become unwieldy. We needed a way to be able ask the same questions repeatedly. It makes lit- to locate specific characters at a glance — or at tle sense for translators to wait for us to answer least to filter for characters quickly. questions that have already been answered; time To that end, we have designed our character that is spent waiting, rather than translating, is bible to be readable by Microsoft Excel. Excel wasted time. is effectively a ubiquitous software package and, as such, allows any external partner to read our Character Bible character bible. Excel’s searching and filtering For actor casting purposes, both the EN capabilities are particularly useful for quickly sift- VO team and the localization team make use ing through the reams of character information. of what we call a character bible. The char- We have created two different versions of the acter bible contains information that is not character bible: one that is exported from our part of in-game data, so it does not appear database, in a file format readable by Excel (as TRANS. Revista de Traductología 15, 2011 Enabling the localization of large role-playing games

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shown above), and one that is a live snapshot The solution to the schedule problem was of our database. The former includes more seemingly obvious: translation order should specificity, and is intended to accompany each follow the order of EN VO recording, and the batch of text sent for translation. The latter is localization schedule should likewise follow the a streamlined web report intended for use with EN VO recording schedule — albeit delayed by external partners who wish to have access to approximately one month. up-to-the-minute information, without having VO recording is expensive, regardless of the to wait for a full text export. language being recorded. EN VO recording had to precede localized VO recording, so that refer- Scheduling ence audio would be available, and text could be If we had the luxury of working with a com- considered reasonably final (and thus ready for pleted game, localization would be relatively translation). simple. We could send all text out for transla- It is possible for source text to be modified tion in a single batch, receive translations in a for the purposes of in-studio edits. Because few months, schedule and record some actors, subtitles can be enabled in the final game, and breeze through testing. Unfortunately, the subtitled text has to match the VO recorded by reality of the global marketplace means that an actor. If an EN VO actor is more comfort- that is simply not an option. Localizing a game able saying «the » instead of «the world», in the midst of development is significantly for example, the EN source text will have to be more difficult — especially where scheduling is changed to reflect this altered phrasing. This concerned. alteration is considered a minor edit and does During the early stages of Mass Effect 2 not impact localization, because the contextual development, the localization team consulted meaning of the altered phrasing remains the with the writing team often. An extensive and same in both circumstances, even though the specific schedule was created. This schedule precise terms have differed, i.e., «le monde» can detailed which levels of the game would be remain «le monde» in French. ready for translation at any given time. As with More destructive in-studio edits, such as any creative endeavor though, the monolithic fundamentally altering the meaning of a line, and granular schedule quickly fell out-of-sync can be disruptive to localization, but because with reality. Levels had to be reworked, which our localization followed the EN VO record- quickly exhausted buffer time built into the ing by a month’s worth of lead-time this was schedule. It was the beginning of the localiza- not an issue. The EN VO recording team had tion phase of the project, and already the sched- time to finalize in-studio edits, and build up a ule was out of date. reasonable backlog of final content by the time chris christou, jenny mckearney & ryan warden TRANS. REVISTA DE TRADUCTOLOGÍA 15, 2011

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that localization needed to begin for the given tually referred to as either a major text change/ in-game asset. edit, or a minor text change/edit. Major edits Once scheduling has been sorted out, the are automatically marked as requiring transla- localization team follows a regular cycle of tion, whereas minor edits are not. As individual exporting localizable assets, translation, import- designers or writers are likely to have different ing translations, printing VO scripts (as neces- interpretations as to whether a text change sary) and recording VO (as necessary). should be considered major or minor, we work with our project leads to ensure that a single Translation interpretation is used consistently throughout Major and Minor Edits a project, i.e., leads are in charge of maintaining consistency. Text modifications are what trigger our We err on the side of caution, and initially approach to our entire localization process. flag all string changes (including when strings Since this is driven by game data, we have are created, as well as when existing strings are programmed some localization intelligence updated) as major edits. A string’s major edit into the custom applications used by our game status is reflected in the content creation tools designers and writers. by a Requires Translation checkbox, which is set Our text is stored in a Microsoft SQL Server- to «true» by default. powered database, and each of our content Shown above is a sampling of our con- creation tools (the custom applications men- versation editor, and below our more gen- tioned above) handles changes to this text in a eral string editor, with the available Requires consistent manner. Each text change is concep- Translation checkbox. Writers and editors can TRANS. Revista de Traductología 15, 2011 Enabling the localization of large role-playing games manually override this setting when making In brief, ‘export’ means that we are sending string edits — as text and punctuation edits strings from our database for translation, and that do not adjust the meaning of a string are ‘import’ means that we have received trans- 45 minor edits, and should not require transla- lated strings for insertion into our database. tion. Though this decision is initially left These strings are then used to build into the to the discretion of writers and editors, our game. localization team has a specialized tool that At BioWare, the translation pipeline gen- can override this setting yet again, in conjunc- erally follows the pattern illustrated above. tion with the localization specifications of Our software creates documents intended for our external partners. This doubly-redundant translation, containing the most recent English system is invaluable in preventing the unnec- source text. These are packaged and sent to essary translation (and therefore expense) of the project’s publisher. The publisher imports thousands of strings. these documents into translation management Given the typical size of our projects, the software, and manages the translation process translation pipeline already contains a high between their software and various transla- volume of text (and text changes). Only strings tion vendors. This allows both source text and that have been marked as requiring translation translations to be updated independently, with are sent into the translation pipeline; as an effi- no need to ensure that an update to either be ciency measure, we must reduce the amount of propagated immediately to the other. Updates «noise» in the process. Every text change sent to the source text will be propagated to the to translators has to be reviewed and compared translation management software during the against existing translations on a per-language next export, and updates to the translations will basis. It is a waste of resources to perform be propagated from the translation manage- reviews only to find that a missing period was ment software during the next — thus avoiding added, or that extra whitespace was removed the need to micromanage string translations. from a portion of text, so we automate these A key benefit of having an intermediary checks before sending batches out to translators. translation management system is that it allows both processes to run concurrently. We can Exports vs. Imports provide English source text updates at any time, Standard Pipeline and translators can provide new (or updated) Another fundamental concept that drives translations whenever needed. Despite the fre- our localization process is the export and quency of updates to either source or translated import portion of the translation pipeline. text, there is a negligible risk of overwriting newer text with older data. As before, English source text is meant to be as final as possible prior to its translation. There exists the possibility though, that it will change at some point. Because both the source and translated text are in states of possible flux, our tools have been programmed with the safest assumption, that translation exports and trans- chris christou, jenny mckearney & ryan warden TRANS. REVISTA DE TRADUCTOLOGÍA 15, 2011

lation imports will happen independently; there for translation, an export event can also be may not be a one-to-one correlation. marked on its timeline. If translation exports were tracked separately for each given language, 46 Modified Pipeline these events could also be marked on a string’s timeline. To reduce the complexity of this tracking, given the amount of data involved, our pipelines treat each export event as an export to all applicable languages. Most BioWare projects generate a large volume of text, and each string is revised many times. To this end, a database is used for its ability to manage and track all of these events, across all of the text, at the same time.

Some translation pipelines do not have an intermediate management system. In this case, documents may be sent to multiple recipi- ents — making concurrent updates of English At any point in time, the strings requiring source text and translated text difficult. Because translation are considered as such when their concurrency cannot be guaranteed, each docu- timeline shows a major edit has occurred more ment must be tracked separately. When using a recently than the last export. If a string has modified pipeline such as this, we have found never been exported (as illustrated above) it will the need to keep each recipient in sync, ensur- require translation by default; a major edit will ing that all parties send and receive documents always have occurred more recently than the at the same time. While such an endeavor can last export. be organized well enough to function, micro- management on a per-string basis is often required. Considering the scope of the average BioWare project, such micromanagement is not ideal. Exports Each time the localization team performs a As of the export on October 24, 2009, the translation export, the translation pipeline must string read «The human asked you to leave!!!» determine what text should be exported. The minor edit on November 16, 2009 changed Our localization tool can represent each the string to read «The human asked you to string as a separate timeline. When major and leave!» and the minor edit on January 4, 2010 minor edits take place, they can be marked on further changed the string to read «The human the timeline as events. When a string is sent asked you to leave.» TRANS. Revista de Traductología 15, 2011 Enabling the localization of large role-playing games

These are considered minor edits, as they an added benefit, we can create some useful change only the punctuation and not the mean- statistics from this data. ing of the sentence. The word and line counts of the resultant 47 text provide information as to the volume of translation work necessary. The above image illustrates the English source word count for text requiring translation (as well as text requiring re-translation). This information is typically-used to determine how much source The major edit on February 16, 2010 changed text will be sent to translators in a given the string to read «Shepard asked you to leave.» delivery, since the amount of source text to be This is considered a major edit, since it does translated should closely match the throughput change the meaning of the sentence. of the translation team. As an added benefit, In the first example, the string was last any source text that is withheld from a given exported on October 24, 2009 and has had only delivery can receive additional modifications minor edits, so it does not require re-translation, without necessitating translation re-work. and will not be exported. The second string was Another useful metric gathered at this point also last exported on October 24, 2009 but it is the amount of source text that will be sent has had a major edit since then, which means for re-translation. The term «update» is used that it does require re-translation, and will be to describe this circumstance. The localiza- exported by the localization pipeline. tion team can track the potentially-unwanted By broadly-applying this technique across iteration on text, and translation costs can be the database, the localization pipeline can estimated based on «fuzzy» (approximate) text identify all strings that require translation. As matches. These statistics help manage a project regardless of its scale. Having insight into the overall transla- tion effort needed helps the localization team fore- cast how many translation batches are necessary on a project — or, at least how many are necessary in the near future. Non-Conversation Strings So far we have identi- fied which strings need to be translated, but further classification is necessary. If a random collection of text chris christou, jenny mckearney & ryan warden TRANS. REVISTA DE TRADUCTOLOGÍA 15, 2011

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from a BioWare project was given to a transla- When preparing text to export for transla- tor, it would likely result in hundreds of ques- tion, it makes the most sense for the localiza- tions and ultimately in a poor translation. Any tion pipeline to group, provide context for, and given selection of English source text would package text based on its most distinguishable not make much sense, and the translator could characteristics. Given the story-driven nature of only guess at the context surrounding any given BioWare’s projects, the majority of in-game text string. To improve translation quality, we want belongs to conversation and journal resources to provide as much contextual information as — both Mass Effect 2 and Dragon Age: Origins possible with every string. contained roughly 80% of the total word count Every string that enters the database, in dialogues, and roughly 10% in journal entries. for our projects, is branded with a resource The remaining 10% covered over twenty other ‘parent’, though there are some that do not string types. To that end, we decided to handle logically belong to a sole resource parent (for text from conversation and journal resources in example, on-screen text). For a special manner. this reason, strings are also branded with a Conversation Strings string type — a representation/collection of Conversations that occur in BioWare titles similarly-handled text. Some examples of contain many branching options, and are best- string types are: represented by a tree structure — since it is the player who is in control of the dialog. The order - Achievements in which strings are presented to translators can - Art placeables be useful, for contextual purposes, but would - Character names require a linear structure. In order to harmonize - 360 GUI (Graphic User Interface) this apparent conflict, the localization pipeline - PC GUI arranges the text from these conversation trees - Credits in a manner that makes sense to a human read- - Error messages er. It provides information about the tree struc- - Galaxy map ture of the conversation; each line indicates the - Loading hints line that preceded it, and which lines follow - title, description it. Translators are thus able to cross-reference adjacent lines of dialog. TRANS. Revista de Traductología 15, 2011 Enabling the localization of large role-playing games

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This conversation structure is so important Conversation Meta-data that we provide translators with a tool called The is aware of which charac- the «Conversation Previewer», since translators ters speak each conversation line and, in most do not have access to content creation tools cases, the game is aware of which characters like the conversation editor that is used by our are listening to the speaker. This information designers and writers. The Conversation Pre- can be combined with the character bible, and viewer therefore provides a way for translators the localization pipeline can provide translators to visualize conversation structures in a more with the speaker and listener character infor- natural manner very similar to the structure mation for each string. Early validation checks used in the content creation tools. are made, and any conversation containing The Conversation Previewer presents the ambiguous, or undefined, speaker information English source text, and its available transla- is withheld from translation until character tions and localized VO files, as an accurate associations can be made for each line. As a representation of how translated content will be result, the number of questions sent back from experienced in-game, as well as how the Eng- translators regarding the source conversation lish source text flows. text, has been greatly reduced since this con- chris christou, jenny mckearney & ryan warden TRANS. REVISTA DE TRADUCTOLOGÍA 15, 2011

versation metadata gives precise information on Previewer, as mentioned above, is one such gender, number, status, etc. example. Timing and length restriction are another 50 Validation piece of information that is sent along with conversation text. Lines that require VO record- Validation checks are performed prior to ing, and which will be matched to animations import to ensure that the translations being of a fixed length, are flagged. This flag indicates imported will not pose any problems in future that the length of the translated text should game builds. The localization pipeline import closely match the length of the source text. software has further checks that act as reaction- While such restrictions are not ideal, they are ary measures when bad data somehow avoids sometimes necessary due to certain core game the validation checks. This bad data must not mechanics. be propagated into the game data, but it can be Data Medium useful in identifying potential process gaps. If There is a multitude of information that is we can identify how the bad data originated, we imperative to present to translators on a per- can prevent it from occurring. The end result string basis, and it is therefore important that is an automated system that ensures that such all of this data remain together through the issues will not occur as easily in the future. localization pipeline. We have found that XML Validation checks can be warning-based format works well as a medium for sending this allowing an import process to proceed, or they data. XML files provide a conduit for clearly- can be error-based and halt the import process. defining all contextual information for each An example of a non-critical warning would string. Since these XML files are typically con- be the identification of empty (or nonexistent) sumed by another program before the data is translations. This isn’t optimal, but the import presented to human translators, the use of XML process can still continue without threat to the is a flexible alternative to proprietary or custom game content. In another scenario, we might binary file formats. receive multiple translations for a single string. Many translation vendors use SDLX-based We would want to prevent any translations in ITD files as a transfer medium, which makes for this delivery from entering the database until an attractive medium due to such widespread the cause of the error has been identified, and adoption. Unfortunately ITD files do not eas- solved. ily display the meta-data that is provided by On some projects, these validation checks our localization pipeline, and they become have been spun off into a standalone validation exponentially slower as we add the volume of tool. The publisher or translation vendor can text typical to a BioWare project. XML files are use this tool directly, reducing the turnaround substantially faster to create and process. time incurred when bad data is isolated. Each Another benefit of XML files is that our use turnaround would typically require at least an of a consistent structure has allowed us to cre- additional day, due to time zone constraints. ate cross-project applications. These applica- VO tions do not require specialized changes, or a Localized Recording separate codebase, for each project — and are Once translations have been imported into therefore easier to maintain. The Conversation the database, the localization pipeline allows for TRANS. Revista de Traductología 15, 2011 Enabling the localization of large role-playing games the printing of localized VO recording scripts. File naming conventions are also included, These scripts have been optimized such that on a per-line basis. This allows the studio to they allow for contextual organization, as well cut and name the lines such that they meet 51 as ease-of-reading, and the scripts can be gen- BioWare’s naming conventions. Deviation from erated with same-day turnaround time. Because the naming convention assures that the file will the translation process has followed EN VO not play in-game, so this is important informa- recording by a month, by the time that the tion for the recording studio/mastering lab. localization team is ready to print localized VO recording scripts, EN reference audio is avail- conclusi0n able for bundling with the associated scripts. There are two different types of scripts, for With adaptations over the years, this repre- each character: actor scripts, and audio scripts. sents the evolution of the localization process Actor scripts tend to be the most relevant BioWare has employed on projects for the last one of the two, for localization. These scripts seven years. Sonic Chronicles on the include unique line numbering (for ease of DS and the upcoming MMO RPG Star Wars: reference), the EN source text, translated text, the Old Republic have a variation in scope of director comments (in English), and other hundreds of thousands of words. The localiza- contextual information that may help with tion tools and processes we have developed over managing the sheer volume of scripts that are the years enable us to tackle both projects with generated. equal confidence. Players all over the world Lines that are to be recorded in a particular remain immersed and in control of their game session are bolded, and are surrounded by other experience because the localized version is as characters’ lines, to preserve context for the immersive as the original. actor. If a line is not bolded, yet is meant to be spoken by the character being recorded, it recibido y versión final: octubre de 2010 indicates that the line was recorded in a prior aceptado en enero de 2011 session, or earlier in the same script.