Victor Ireland speaks...
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? 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? 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? 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.
Interview by
Sunfall to-Ennien
(AKA Phil Bordelon ) |