I've been following the game localization/translation discourse, and there's something which I think hasn't been mentioned yet but is very important regarding the divide between how professionals and laymen use the word "localization" and its dangers.
[thread]
First, just to clear things up, the "industry professional" definition of localization is the process necessary to prepare a game to be prepared for foreign release. This includes translating the text, redrawing the UI, writing the promotional copy, preparing the manual,
dubbing, timing and writing subtitles, designing the foreign cover and logo, etc.
If localization is like preparing dinner, translation is like slicing the vegetables. It's an important step, sure, but it's just a single step.
Now, what has "localization" come to mean for the
average joe? Changing certain details during translation so that the translated text, rather than strictly following the original, focuses on being more easily viable to its "foreign" target audience. According to this definition, "translation" is instead a more literal,
strict rendering of the text in another language.
So, people use a word to describe something different than its original meaning. Big deal, you say. The problem here is that, when you frame it like that, you necessarily create a dichotomy between translation and localization.