Thank you for visiting my blog! Here you will find various articles related to translation: tips, software reviews, opinion pieces and more.
Browse by category:
Note: I originally wrote this article for the 2019 edition of JAT’s Translator Perspectives.
During one session of a translation conference I attended last year, the speaker explained what drove his switch from freelancing to working as an agency employee. One of his arguments was that working for a company offered more stability and future guarantees. That’s the typical way people oppose freelancing and employment. Freelancers enjoy their freedom, employees bring home a steady paycheck – no feast or famine cycle.
That’s something I used to believe too. However, time and experience helped me realize freelancing offered more security than any long-term contract ever could. On the other hand, the perceived stability that comes with employment is often illusory.
As a freelancer, the revenue you generate will vary on a monthly basis. True enough, but it applies to every business, small or big.
I am an incorporated translator. I pay myself a salary and fill a profit-and-loss statement at the end of every fiscal year. Thanks to my experience, I can predict with a reasonable accuracy (+/- 10%) my earnings for a given year.
With that figure in mind, I choose a salary slightly below my expectations. I then adjust the amount every year based on my results and predictions. With time, I have saved 6 months worth of my current salary on my company account, which I consider a comfortable cushion. Even if I started receiving fewer projects, I have a good reserve to tap in before getting into trouble, and even time to reconsider my career. This approach allows me to work without concerns about my financial future, and I can take cold-headed career decisions.
Another element of stability I enjoy as a freelancer is that my clientele is diverse, spread all over the world. Even if I lost a client, I would still have plenty of partners. And if that became a trend, I would have time to take measures accordingly.
As a company employee, though, you are never completely safe, no matter what your contract states. Businesses run into financial and legal troubles. Another company may acquire yours and make you redundant. That’s frequent in our industry. You may also make the mistake of your career when you expect it least and suddenly find yourself unemployed. I’ve seen talented colleagues lose their jobs over silly, uncharacteristic blunders. The risk always exists although you may not perceive it.
I’m not trying to push people into freelancing or drive them away from agencies. But it is a mistake to associate freelance work and lack of job stability. Once you realize you are a business like any other, you organize yourself differently. It requires a certain mindset and different skills. Thus, some will never manage or want to adapt to it and prefer working in a bigger structure. That is completely fine. But it doesn’t mean you can’t make freelancing work for you. Be the ant, not the grasshopper, and you will never need to worry about cold winters again.
If you are new to translation, you may not be familiar with steps a professional translator should take to ensure the quality of their work.
In broad strokes, here are the 7 quality assurance steps I follow for each translation project. They can vary a bit from a project to another depending on content, deadline and other factors, but that should give you a fairly clear idea:
A translator can only deliver satisfactory work if they are comfortable with the project at hand. If the content seems out of my league, I will let you know and refer you to a colleague when possible. Same if you are looking for someone who translates in a language pair I don’t cover, say French to English (I only translate into French). If your deadline is too tight to allow me to deliver my best work, we can discuss solutions and alternatives.
Consistency is a critical aspect of translation quality. If you have existing translated materials, do share them for reference. I will also follow any industry glossaries and style guides required. In case you prefer a hands-off experience, I can of course provide my own.
CAT tools are translation environments that offer a wealth of tools and features to help translators work better and, in certain cases, faster. They allow translators to type translations in without deleting the source, look up previous translations in an instant, bring up key terms that appear in source text and generate translated files that preserve the original format, among other things. In short, they help translators maintain consistency and deliver files properly formatted for production. I personally work with SDL Trados Studio 2019 for most projects. However, lots of alternatives exist.
An essential step, yet one cheap/inexperienced vendors tend to skip. A good translator should always edit and proofread their copy at least once before delivery.
Ideally, it should happen with fresh eyes: a night of sleep will help the brain process the original text, making it much easier to detect mistakes and improve the existing translation. That is why I rarely accept same-day projects, however small, unless they are truly urgent. A bit of rest can do wonders and help you see your work under a new light, come up with better wording and spot issues.
I run all my translations through a fantastic tool called Antidote. It’s essentially an advanced spell/grammar check tool that picks up various types of issues besides typos. For example, it can detect awkward wording, confusion between similar words, clichés, literal translations, inconsistencies and more.
There are several QA tools on the market. Xbench is my pick. It automates a number of quality checks: is everything translated? Are there any inconsistencies (i.e. a same sentence translated differently or two different sentences translated the same way)? Missing tags, numbers or punctuation? In general, all those small details that can be easy for the human eye to miss. It can be a true lifesaver for technical projects.
You may have heard the saying: “I do my best proofreading after I hit send.” Obviously, a professional translator can’t afford to find themselves in such a situation. So right before delivery, just an instant before pressing that Send button, I open the translated file one final time and scan through it to see if anything stands out. Knowing this is the last chance to resolve potential issues often helps see things differently. For creative works, it’s also the perfect opportunity to put a finishing touch to the most critical parts of the text.
Software, mobile app and game developers often make a serious mistake when they approach localization by assuming it can be handled once the coding is done in native language.
In fact, you need to consider localization from the very moment you start designing your application – that’s internationalization. It’s not a one-man process either. You will need localization experts on board early on.
Here are a few localization good practices & tips I would like to share with you. I hope they will be helpful for your next software, application or game. If you wish to go further and ensure the success of your localization project, feel free to get in touch anytime so that we can get things started. You may also want to check my post with 12 tips to reduce localization costs.
1. First of all, internationalize your software. Your source code should be written in a way that your software can be localized without touching a single portion of code. To achieve this, place all the content (text strings, images, sound files), including those in the application’s original language in separate files and folders, which can then be translated appropriately by linguists in a different software. In your code, pick up the translated depending on the language selected and a string ID (which can be the original string itself). XML works great for this, but there are plenty of options available. Also, try to keep a clear structure for your localizable resources. You can have separate folders for images and sounds that will require localization.
2. Translated strings can occupy a much larger screen space than their original counterparts. A Japanese string translated into German can easily get 2 or 3 times longer than the original. Design your applications with sufficient space to accommodate long strings, especially if you are working on small screens (smartphone, handheld game devices, etc.). Plan your software as if it was going to be localized in every language on Earth, and use the worst case scenario as a reference.
3. Be wary of local standards and cultural differences. Imperial versus metric system is an obvious one if you are manipulating units, but there are local differences you may not even suspect. For example, weeks start on Mondays in some countries, and Sunday in others. This is why you need to have local experts on board as early as possible: only them will be able to let you know about these specifics. If you realize too late that a code portion needs to act differently depending on the location, or that visual elements should be replaced altogether, it can be extremely painful to go back and make the appropriate edits. The sooner you are aware of local norms, the better.
Have your app/game tested by native users from the target markets before going any further. Never assume you know everything about each and every culture. Ask locals to test your product and report anything that could be considered inappropriate.
4. Be careful when you are trying to put localized strings together. Let’s suppose you have an error message in your software that says “The job cannot be added because there is no job with ID x”. If you have many error messages starting with “The job cannot be added because” and many ending with “there is no job with ID x”, it can be tempting to ask the localization team to translate these two strings separately only once and then put them together when needed. It would work in English and (most?) Romanic languages, but not in Japanese for example, no matter how you put the two parts together.
Having the above in mind, you have to make sure translators can put words in any order they want, and, as much as possible restrict substitution to a single word or number. While avoiding redundancies is a good practice, it can be a tricky one when it comes to localization.
5. Provide as much context as possible. To avoid confusion, comment your text strings to ensure the translators will understand where and how they will be used. Make it clear that variables are part of the string and shouldn’t be altered. Also, explain what they will be replaced with, even if it seems obvious to you. If some bits mustn’t be altered, make a note of it, especially if they otherwise look like plain text. When possible, provide your translators with screenshots, videos or, even better, the actual product.
6. Make sure you can easily track source text changes. Nowadays, most software and applications are updated on a regular basis, thus requiring extra translations. Not only will this help you save on costs by not ordering the same strings twice (or more!), but you will also avoid headaches when merging translations. If you are planning to release frequent updates, for example additional content for games, this point can be critical.
7. Pseudo-localization, a little-known step of the localization cycle, will help identify a number of internationalization issues before a single string is translated: hard-coded strings, unsupported characters, potential overflows, and more. You can save yourself a lot of trouble by identifying potential problems early on.
Internationalizing an existing product can be tricky but not impossible by any means. In some cases automated tools may be of help, in others you’ll have no choice but to rewrite string-related portions of your code. Overall this is more of a per-case approach, and you will probably want to hire a localization consultant to ease the process.
As you can see, getting your localization done right is a process that involves efforts from all parties, from developers to translators, which is precisely why you should start consulting the latter as early as possible. Some of the smaller tips and tricks may not be obvious at first. You can contact me anytime for all your French localization needs! I am familiar with the localization process, whether you are working on software, video games or mobile apps (iOS with Xcode, Android with Android Studio, etc.).
This simple question asked on Twitter got great response and I though I would share some inspired tweets from translator, interpreter and editor colleagues. So here you go, and let me know if you find more ideas to throw into the mix!
Let’s start with basics
Knowing a foreign language makes you great translator.
(While I’m at it, my favourite comparison: having fingers makes you a great pianist.)
— ☕ Okultysta Brodokles🕯️💀 🦈🐼 (@beardimon) 2018年7月3日
Not anyone who speaks 2+ languages can be a translator. Translation is a supercompetence that requires extremely high levels of reading comprehension, writing ability, critical thinking, and cultural knowledge (to name a few things.) You have to be an expert in everything
— Calvin Westfall (@calbinw) 2018年7月2日
Translator and Interpreter are two different jobs
A person who speaks multiple languages, and acts as an intermediary so that people who don’t speak the same language can converse aloud with one another, is not called a “translator”.
— Andrew Levine (@andrewlevine) 2018年7月3日
Translation is an art
Foreign languages are not just yours spoken with a silly accent, and word for word translations will almost always be unintelligible. Any halfway readable translation is 50% the original 50% the translator.
Also, there are levels of fluency between ‘none’ and ‘native.’
— gG (@dubble_g) 2018年7月3日
And we translators are human, after all
Translators are not infallible. We can’t produce a perfect text. So either have it proofread or pay the translator enough so they can hire a proofreader.
— StarlingUK #fbpe #inlimbo (@starlinguk) 2018年7月2日
Why most of us only have a maximum of 1, occasionally 2 target languages
To be a good translator it’s much more important to be excellent at your own language (the one you’re translating into) than at the foreign language you’re translating from.
— Ervin Sperla (@sperlaervin) 2018年7月2日
“I learned French at high school and…”
I am a native speaker of the language you’re asking me to translate to, with a degree in translation & interpretation. “But they speak the language at home” doesn’t qualify them to correct something I actually learned to do/researched to death.
— Maria G. (@MsMarialba) 2018年7月3日
“It’s nothing too technical, so can I have it tomorrow? Please?”
If a text has taken three months to write, it is unlikely that a 24-hour turnaround for translation will do it justice.
— Teresa Bridgeman (personal) (@alwaysonrepol) 2018年7月3日
“Hey, you’re a translator, right? How do you say ‘Injection blow molding’ in your language?”
Also, some people seem to think that translators are “walking dictionaries” and know every word instantly. And that it’s not necessary for translators to understand meaning and context of the text, as we are simply asked “to translate what is already there”.
— Andrea Bernard 🇯🇵 🇬🇧 🇫🇷 🇩🇪 (@SparkTranslator) 2018年7月3日
Mostly the latter
95% of translators do not in fact translate books. Most of us translate documents, contracts and other boring stuff.
— Gun Street Girl (@EevaMarie) 2018年7月3日
From here tweets on editing – translators get called interpreters interchangeably, editors get the same with proofreaders
Proofreading is not copy editing is not content (or line) editing & none of it is your 4th grade teacher taking points off for spelling.
— Finnan Haddie (@FinnanHaddie) 2018年7月4日
Editing is more about fixing arguments and story structure than fixing sentences. Often when I tell someone I’m a book editor, I get some form of: “That’s so awesome! I love finding typos!”
— Amanda Cook (@axiongirl) 2018年7月3日
Writing professionally is not simply typing up ideas. Editing takes many forms and is much more than reading + correcting typos. Both writing and editing require serious study and ongoing practice. A good writer is not necessarily a good editor and vice versa, and that’s OK.
— Lisa L. Owens (@LisaLOwens) 2018年7月3日
Same goes with translators and editors
Good writers do not necessarily make good editors. Writing and editing require different (though complementary) skills. Editing is about more than just fixing typos.
— Jessica (@RappaDappa) 2018年7月4日
Parallels can be drawn with translation/editing once again
There are tons of different guidelines for editing different types of written media for different kinds of audiences. I’m not just there to check your spelling. Though I do enjoy that part.
— John Helix (@johnhelix) 2018年7月3日
Localized software QA/testing is, sadly, a step that tends to be overlooked, executed poorly or ignored altogether by developers, for cost reasons or lack of understanding of the process. Yet, with proper organization and planning, it is possible to keep costs at a reasonable level without hurting the final quality of your products.
An approach that can lead to cheaper localization QA is to split linguistic and functional testing. In other words, you will want your native-speaking testers to focus solely on parts where their linguistic knowledge is strictly needed.
Before I go further, let me clarify one thing. Ideally, if budget allows, you will want target language experts to check everything. A final eye never hurts even if the text was professionally translated by a professional and proofread by a second person. Even a seasoned proofreader can let the occasional typo slip through.
To simplify, the main goal of linguistic testing/QA is to make sure your localized software or video game works in context (mostly a linguistic task) and displays as it should (that would rather be functional testing). If you pick up some spelling and grammatical issues along the way, great, but in theory that should have happened during proofreading, and those would be rather minor issues as long as they’re few and far between.
The point here is that not everything absolutely needs to be checked in context. Strings that are self-explanatory or don’t rely on context (more on this later) should already be good to go. They still need to be tested to make sure they do display, and correctly so. But since the text doesn’t rely on context, you shouldn’t find any mistranslations/ambiguous phrasing here. So, in theory (again, that’s assuming your translator/proofreader team did their job!), functional testing is all you need here. This can be done in-house, or by essentially anybody able to follow instructions carefully, regardless of the languages that person can speak – this is where you can do things cheaper without taking major risks.
Parts that rely on context, on the other hand, must absolutely be checked by a professional tester. A mistake many developers make is to hire the cheapest native speaker they find for the task, regardless of their experience in localization testing, or in the language industry for that matter. Remember, testing is your last chance to eliminate critical issues. You do need an experienced tester with an eye for details and a perfect command of the target language. Most people don’t have a good command of their native language – spend 5 minutes on any online forum if you need to be convinced. That’s the one time you can’t allow yourself to be cheap.
Buttons, labels, menus, essentially anything that can be interpreted differently based on the context. UI and menu items in particular are critical because they directly affect usability. A typo in an error message is embarrassing, but it doesn’t prevent users from using your product as intended. Mistranslated buttons and labels, however, can seriously hurt user experience.
What you need to ask your linguistic tester here is to check the interface, use the different features and make sure button names, labels, etc. are easy to understand and match the actions they’re linked to. Put the focus on usability. If a translated string is not completely wrong, but not clear as it is, change it. That’s the sort of improvements you should aim for.
That’s about it for software. If you are developing a video game, you may want to check other elements besides UI/menus. Dialogs are the most common type of text that is heavily context-dependent. Even if you more or less know who speaks to whom at what point on the game, seeing the scene unfold in-game may help you notice certain details. An example: a dialog occurs between 2 characters, and in the file you’re translating, it seems they’re the only 2 people present. But during testing, you realize a 3rd character is with them. In this context, in French, there may be cases where you would need to switch from singular informal “you” (“tu”) to its plural counterpart (“vous”), which would affect the rest of the sentence.
Again, planning will help you reduce costs here. Once thing I’ve seen developers do is to create scripts that allow testers to see all dialogs of a game in context and in sequence (=without playing at all). This way, you don’t get charged extra for the “idle” time spent playing between two scenes. Focus is the key.
Descriptions, system messages, and in general any unambiguous string that would definitely translate the same wherever you use it. It can be error messages (“File not found.”) in software, or a character biography in a video game (assuming the string leaves no uncertainty about whose biography it is). If a string doesn’t need context or does provide it, and was properly translated/proofread, functional testing is all you should need. You’ll focus on overflows, garbled characters, hard-coded source strings, etc. The usual lot.
It’s also worth noting that pseudo-localization, another overlooked part of the localization process, can help prevent most of implementation issues beforehand.
As you will have noticed, I stressed the importance of having a team of professionals working for you: your translators, proofreaders and linguistic testers all need to be experienced and reliable to ensure the quality of your final product. Hiring a team of experts might sound more expensive at first, but it is a prerequisite if you are to implement the process I described above. See it as a small upfront investment that will allow you to make significant savings down the road.
Game localization is a much broader specialization that it may sound at first. Localizable texts come in all sorts of flavours, all with their own specifics that make us love or hate them. Here’s my general feeling about a few types of text you’ll typically meet as a translator. Let’s assume we’re talking only about games with at least a decent level of writing.
That category would be my personal favourite. I love translating anything that provides extra information about a game’s characters, places, history, etc. I enjoy both the reading and writing part of it. For well-written games, it can almost feel like like literary translation. Learning such background information can help better understand what is going on in the rest of the game, so it can be interesting to translate them before, say, dialogs between characters you’re not yet familiar with. Such parts also rarely suffer from lack of context and tend to have generous character limits, if any. I find them quite relaxing.
Dialogs can be a bit of an emotional roller coaster as a translator. They’re usually the most creative part in game projects, so they are stimulating as they really allow you to express your style, but they also come with many challenges. Character limits and lack of context are the obvious suspects here. Even when developers are kind enough to mention who is speaking at a certain moment, you rarely know to whom, or to how many people for that matter. It’s also where you get the bulk of the slang and jokes – fun parts to work on again, but filling query sheets (even worse: waiting for the answers!) to sort things out can get tiring quickly.
Ugh. Here comes the productivity sink. Short strings with little context and crazy character limits. Tolerable when devs properly organize the strings so you can easily understand what menu item does what. Still, rarely the funniest part to translate, and huge pressure as mistakes here can make the game extremely frustrating for players.
Tutorials are one of most relaxing parts. You do need to translate them accurately and with enough care to make the game easy to understand for players, but usually you’ve got all the context you need and won’t meet any major linguistic difficulty. You’re in control and can make a positive impact on user experience here, so I rather like tutorials, as tedious as players may sometimes find them.
Unleash memes, inner jokes and obscure references! Achievement names can be super hard to translate, although descriptions may help you figure out what the devs tried to convey. That’s one of the bits where you can truly get creative and original, so I rather like them… in moderation. Expect more time filling those query sheets.
IT-ish stuff with no creativity nor room for imagination most of the time. Any system terminology mistake here and you’re toast. Doesn’t sound too sexy on paper, but they let your brain breath a bit between two more stimulating chunks of text. I don’t mind them as long as they’re not the only thing I get to translate in a given day.
Bad text is bad no matter where it belongs. Descriptions can be dull and confusing, dialogs overblown or cringe worthy as hell when writers try to stuff memes every two lines, menus impossible to figure out even with the game in hands, tutorials undecipherable or just stating the obvious, etc. I never mind “difficult” projects when the copy is compelling. As for the ones where writing is boring, embarrassing or outright offensive, I’ll check the time more often than I dare to admit, whatever the part I’m translating.
Although a little late, I wanted to share some information and encourage you to attend an interesting event a few respected colleagues are organizing this weekend: a game translation jam that will happen simultaneously in Tokyo and Kyoto this Sunday (4/22).
It’s essentially a day-long workshop kind of event where participants work together to translate a game from/to English/Japanese (source games will be offered for either language). Unlike the LocJAM, it’s not a competition and it is mostly meant to be enjoyed offline, but the audience is pretty much the same: enthusiastic gamers with different degrees of experience with game localization who join in to have some fun, meet colleagues and learn a thing or two along the way.
If you are nostalgic of LocJAM, are new to the game translation industry or just want to have fun with fellow game and language lovers, don’t hesitate and join the show! Although I won’t be able to join myself, this translation jam is organized by well-loved colleagues and you can expect an amazing day with lovely people.
Tokyo event page:
Kyoto event page:
Every week I receive a couple of emails from agencies looking for new translators. Some contain interesting and personalized offers. Some are so grossly unprofessional that I just ignore them without reading through. And then, there are… the frustrating ones. The ones that come from agencies that seem to be decent, at least from what I know of them, but show red flags that tell me that no, sadly, that’s not going to work for me. Here is an example I received a few weeks ago:
I am contacting you as we are always on the lookout for the best translation professionals. Therefore I would be happy to invite you to complete the attached translation test (EN to FR) and send it back to me within 1 week (please let me know if you are not available now and need more time). Please read the instructions in the document carefully.
In order to include you in our database of collaborators we kindly ask you also to fill in the following form.
Please confirm safe receipt.
To put it simple: everything about it is just too pushy. I’ve never contacted that agency. They reached out because they claim to be looking for the best translators. That’s nice of them to see me as a candidate for that title, but I haven’t asked for anything at this point, and definitely not to:
Asking so much from someone you haven’t had any interaction with at this point is just rude. Most of all, I hate the underlying assumptions: no, translators, especially established ones, can’t be expected to send you free translations and fill your forms at will. That sort of attitude is an immediate red flag for me. I know what most likely comes after: standard procedures, discount grids, project management platforms, forced used of such or such tool, database updates, more forms. Thanks, but no thanks.
You want to work with the best translators? Maybe start treating them as the professionals they are, and not as mere “resources” you can just pick up whenever you want.
Here is a short recap of the round table the IGDA LocSIG held before TGS 2017. I will try to update this article with more details when time allows. I also apologize for the random order of topics, I wrote this as memories came back to me
1 hour, 20+ participants, 5 broad subjects (market trends, localization technology, career, etc.) with a few specific topics each, 2 moderators to swiftly move the conversation from a question to another.
We had a fair mix of translators (aspiring, freelance, in-house), project managers/agency representatives and people from the end client side.
I admit I was worried 1 hour wouldn’t be enough to cover all topics, but it turned out to be just perfect. You would usually hear 2 or 3 points of view for each topic (often translator vs. agency), clear and concise. Everything flowed naturally and there was no idle time. More insights in 1 hour than you’d hear in 1 day at many conferences.
Can non-native speakers be trusted for translation?
Several participants noted they knew or had heard of at least 1 non-native English speaker who could a really good job on Japanese to English translations (I know such a guy myself! He now works for a big Japanese dev, still does great work). Interestingly, Japanese to English was the only language pair for which we could think of such people.
Getting started as a professional game translator is a bit of a catch-22 situation. Everybody wants you to be experienced before sending you projects, but you need to work on translation projects to gain experience.
One solution can be to build your own portfolio of sample translations & projects. To help you with this, I have a gathered a list of games you can freely translate right now and add to your samples. I have also put together a number of tips to help you find small translation projects and gain that all-too-important mileage in the localization industry.
I am planning to update this page regularly with new packages ready to be translated as well as links to other useful resources.
LocJAM is (was?) an online contest for game translators. A short open source game in English is published on the official site and everyone has a couple of weeks to submit their translations.
The future of the contest is on standby at the moment, but you can still download and translate the games that were shared during previous editions.
If you translate from English
All translation packages for previous LocJAMs are available on the IGDA LocSIG’s GitHub repository.
Read README.md for special instructions. The translatable file is in the bin/locale/ folder
The Republia Times is an indie game created by Lucas Pope, released in April 2012. In the game, the player takes the role of the editor of a newspaper torn between personal opposition to the government and threats to the lives of the editor’s wife and children if the editor doesn’t generate loyalty among the population. Character limits, humor and puns will give translators a good run for their money. An excellent game to show your craft.
Read instructions in readme.pdf
Grandpa is an interactive story about Emi and her Grandfather trying to find his hat. The game ends on a twist. Translating it while keeping all of its subtleties and hints will allow you to show your attention to details and creative writing skills. Here is my post-mortem about it.
LocJAM 3: https://github.com/IGDA-LocSIG/locjam3
Simply translate the .docx and .xlsx files.
The Hotel of Madness is a board game openly inspired by The Shining. For this edition, we tested translators’ ability to write accurate, consistent and unambiguous rules – essential qualities for this type of game. Not a video game, but a good title to add diversity to your portfolio.
Instructions in the Readme file.
Ikinari Maou is a puzzle game dressed up as an old-school RPG. With several plot twists and tons of hints hidden between the lines, the game is an excellent challenge for translators and a pleasure to play.
If you translate from Japanese
Try you hand at one of the winning Japanese entries of LocJAM 2 and translate it to the language of your choice.
The original Japanese game’s package, used for LocJAM Japan.
WARNING: Whatever your translate for free, do ask to be properly credited and keep word counts reasonable – be willing to help, but don’t let people take advantage of you. Anything over 1,000 words is too much for a free translation, unless you are extremely passionate about the game in question AND the dev clearly doesn’t have the funds. When necessary, politely explain than you can only handle a few hundred words for free. An App Store description, menus? Why not. A whole set of dialogs? Probably too much.