ultpaladin wrote:
I miss Working Designs.
But at least we've got Dynamic Designs...
Still, our approach doesn't please everyone. Listen, to restate our philosophy, indulge me while I vent a little bit.
Some clown giving his opinion on the English dialogue in Feda complained about the writing (which was directed at me, of course). Anyway, he implied that the terminology was so lousy, it reminded him of Ted Woolsey and Working Designs (Exact statement:
It's like Ted Woosley and Working Designs collaborated to see if they could produce the most feeble translation of all time.). Well, I must admit that I don't keep up with all of the details associated with name-dropping in RPG production, so I did what I always do when confronted with confusion. I researched.
Heh, I not only discovered who Ted Woolsey was, I felt I had been paid a supreme complement by an idiot, someone who slung the name Ted Woolsey out there as a pejorative, a knee-jerk reflection of his microscopic inbred video game world mentality. Encountering such comments only strengthens my resolve to write stories that people such as he hate. One thing I can promise, whenever appropriate, Taskforce and I will remain Working Designs-oriented in our collaborations, always have been - always will be.
I've said it countless times. Anyone can hack the same games as we and write them to their own satisfaction. Yes, they are free to make them as dull, boring, and ethnocentrically witless as they wish - which has already happened - for those audiences that seem to prefer them that way. All it takes is an entry-level creative writing course at the high school level, even less in the way of skills, to satisfy sycophants.
Anyway, Filler is providing a backstop for me on the Slayers culture. Later, I expect Alex and others will give us good feedback during beta. In the case of this specific game, I want to satisfy Filler and the rest of the Slayer fan base. Not only that, some of ChrisRPG's work will live on in our finished release, another well-deserved tribute to the late Chris, to whom we dedicated Mystic Ark English.
Now, let me share this statement from a source who is a proponent of Ted Woolsey's approach to localization. I couldn't possibly express it any better. Here's the link, also:
http://smc.smallcave.net/woolsey/index.php -Ted Woolsey
This section contains all the information I could possibly get online on the delightfully controversial former Square USA head translator. Woolsey is widely known for his translations, mainly because he was involved with many of what the 16-bit generation believe to be the best games of all time: Final Fantasy VI, Chrono Trigger, Secret of Mana, Secret of Evermore, and Super Mario RPG.
The Anti-Woolsey People claim that the translations for these games were horrible in that they detracted from the Japanese source material by inserting American-ized language and jokes. This was a horrible thing because it means that Americans were actually able to READ and ENJOY the story of the game without any knowledge of the Japanese language or culture. This is of course too disgusting to even IMAGINE, as any Fansub Sailor Moon fan will tell you!
The Pro-Woolseys argued that it was a good thing to localize games because it makes people other than pretentious geeks want to play them. And that of course is always a good thing.
This section is dedicated to the pioneer of localization, Ted Woolsey. If he hadn't have done it, someone else surely would have (Working Designs was actually into this sort of stuff at about the same time). But he did it, so he kicks ass!