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We recently had the pleasure of chatting with Victor Ireland of Working Designs. Here's what he had to say about the Lunar series...
PSi: Is there more behind releasing the Lunar series for the PSX besides
widening the audience, considering the limited number of people that had
SegaCDs?
VICTOR:
The biggest reason for releasing LUNAR on the PS platform was to reach
the
widest possible audience and allow the series to grow. It's an
unbelievable
series, as I'm certain you already know, and just the fan word of mouth
from
the SEGA CD version was incredible. But most people had only heard of
the
game or heard that it was good, or heard of someone that heard it was
good,
etc. The PS version was the first time a significant amount of people
had a
chance to experience it for themselves. Now, all the people that fell in
love with the LUNAR universe with LUNAR:Silver Star Story Complete can
revisit that world in LUNAR:Eternal Blue Complete with a new cast of
characters that are tied to the first story. It's one of the few RPG
series
that have intended continuity, and I think that's one of the reasons
LUNAR
is so great. But, I've drifted from the original question, haven't I?
Oops.
PSi: Working Designs scripts are known for their concentration on getting
the emotion or idea across and being less concerned with the exact translation. Is it more or less difficult to do a game this way, instead of the traditional "word for word" method?
VICTOR:
Much more difficult. To put emotion and feeling in a text sentence and
have
it touch people in a real way is really hard to do. Anyone can do a
straight translation. And, by doing a straight translation, generally
the
original intent and mood of the piece is lost. To understand the mood,
emotion, and feeling of a piece and convey that to a completely different
mass audience in a completely different culture is quite difficult.
We're
not perfect at it, but we are continually closing in on the goal.
PSi: You often tweak games from their Japanese releases to adjust their
difficulty or add new features. This requires some coders. Have you ever
thought of using those coders on, say, a game of your own?
VICTOR:
It's constantly batted around, but the fact is that our crew now is very
happy doing what we do, because we all share a love of Japanese games,
and
there's always more to do than we have time to do ourselves, so we seem
never to run out of "wish list" games. It may be done in the future, but
we're not in any rush at the moment.
PSi: How do you choose the games you bring over? Is it what appeals to you?
VICTOR:
Well, RPG's, first and foremost, are a big appeal. As far as game
qualities, a good story will generally win me personally over before drop
dead gorgeous graphics. Of course, the graphics have to be at least
*good*,
but the first thing that generally grabs me is the story. Character
design
is also a factor, but less than story. After that, there are a lot of
considerations, not the least of which is what kind of games are our fans
asking for? Sub-genres within RPG's tend to go in cycles, so we may have
a
spell where we only release menu-driven RPG's and people start writing
asking for another strat-RPG or Action-RPG. We look at what's available
and
try to accomodate the requests.
PSi: Most of your games have English dubs of the original Japanese spoken
parts. Why do you dub the games, instead of simply subtitling them?
VICTOR:
Because, aside from very specific cases, subs would sell less. The
general
audience prefers dub to sub, and like it or not, at least a portion of
the
general audience has to buy games to make them successful. If we
actually
brought a game like Kessen or Samurai Shodown RPG to market, we would
consider dubbing because it would add to the authenticity of the game,
since
they're steeped in Chinese and Japanese culture in a specific historical
period. However, for games like LUNAR or even Magic Knight Rayearth that
are timeless or contemporary, subbing would be a distraction for most
people
outside anime fandom, and that's true of most cases. It's why you don't
see
that done for the game market in general. To keep making games, you have
to
sell them.
PSi: How long does it usually take to prepare a game for release here, once
you've got it to work on?
VICTOR:
Depends on the game. Something like a shooter may take only a month or
two
to convert and test and another few to package and market. Generally
speaking, an RPG will take 12-18 months. There have been exceptions, but
usually that's due to game-specific problem circumstances.
PSi: What next-generation systems are you looking to develop for other than
the PS2, if any?
VICTOR:
Currently our focus is Playstation and Playstation 2. That said, I'm
glad
to see that Nintendo has finally stepped up to the plate and ditched
carts
on the GameCube. Of all the upcoming systems, that's the one that
interests
me the most.
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