Consistency in Naming and Worldbuilding
Consistency in Naming and Worldbuilding
Update : 2026/2/15
Why Human Translators Are Essential for Consistent Naming
Almost every game features proper nouns such as character names and item names. When these are translated using machine translation or AI without supervision, there is a risk that the names may unintentionally change.
For example, if a character’s name is “Fox,” it should appear as フォックス (Fokkusu) in Japanese. However, depending on the translation engine, it may be interpreted as the common noun “fox” and translated as 狐, the animal.
The same applies to item names. For instance, in the ever‑growing genre of shop‑management simulation games, there are several titles where you run a card shop. If an item (or product) is called “Card Box,” Japanese players would expect to see カードボックス (kaado bokkusu) rather than a literal translation like カード箱. Some readers may not be familiar with how English words are adapted into katakana, but that’s a topic I plan to cover separately.
That said, the examples “Fox” and “Card Box” are both translated correctly by tools like Google Translate today. I’m using them simply as extreme examples to illustrate how machine translation can sometimes be pulled toward the general meaning of a word rather than recognizing it as a proper noun.
First‑Person Pronouns Shaped by Personality, Gender, Background, Setting, and Era
One aspect of Japanese that may feel unfamiliar to those who don’t speak it is the wide variety of first‑person pronouns. Depending on the translation engine, English first‑person pronouns are often rendered into Japanese without fully considering context or character personality.
The most common default translation is “私 (watashi)”. While this works naturally for many female characters, it is rarely used by young boys or rough, aggressive male characters in Japanese. First‑person pronouns are a major part of how a character expresses their identity, regardless of gender or species. They are also heavily influenced by the character’s upbringing and background, making them an important element of characterization.
For example, a male character using “私 (watashi)” may come across as polite, mature, or composed. On the other hand, using “俺 (ore)” can make the character feel friendly, assertive, youthful, or rough. However, these impressions are not absolute—they depend on tone, voice, situation, and personality. A confident character might use “俺” in a calm, self‑assured way, while a villain using “私” can project a quiet, intimidating presence.
There are many other first‑person pronouns used in games and manga—such as 僕 (boku), 我 (ware), 吾輩 (wagahai), オイラ (oira), 拙者 (sessha)—each carrying its own nuance. I plan to explore these in more detail in a future article. I hope this gives you a sense of how Japanese first‑person pronouns shift depending on personality, gender, background, worldbuilding, era, relationship dynamics, and situational context.
I also plan to discuss second‑person pronouns, which play a similar role in shaping character voice, alongside the deeper dive into first‑person pronouns in the next article.
Author : Mikado Tashiro
I am dedicated to expanding the presence of indie games in Japan. Although I am in the early stages of building my official portfolio, I successfully completed my first full translation project within less than a month of launching my activities.
Beyond direct translation, I am committed to sharing insights gained through my work. I author in-depth articles focusing on linguistic nuances, cultural adaptation, and the technical aspects of localization to contribute to the growth of the game translation community.