THE iDOLM@STER > THE iDOLM@STER 2

Vic Ireland on translating im@s

<< < (4/15) > >>

Setsuna:

--- Quote from: Neko-P on April 06, 2012, 06:22:03 am ---... *Sigh* Can we keep him far away from Imas, then? (Seriously, though, would an English-text version of the game be so difficult...?)

--- End quote ---

To do it with the projected costs (The cost of licensing and, well doing it to NBGI's satisfaction), the projected market (Just how many people you think im@s will sell to, depending what you do to it?) and the underlying market (namely, preventing their Japanese market from flocking to a significantly cheaper one that would HAVE to be presented in the US, unless of course, you don't mind paying for 120 for im@s 2 and 100 a month in DLC), yes, it IS.

See: http://forum.project-imas.com/index.php/topic,1523.msg33348.html#msg33348

Change business reality to make that all fit, then let me know.

Translating the game is the easy part (although as any translator will tell you, it's bloody hard due to lack of context, how you see the text and other odds and ends.) because it's such a minor part of the whole process.

JNiles:

--- Quote from: Setsuna on April 06, 2012, 05:57:23 am ---<snip>

--- End quote ---

Thanks for the breakdown.  I agree that a producing franchise independent of Idolmaster is doable.  The public is okay with motion-controlled dance games, auto-tuned voices, and creepy mocap/facial expressions (at least if the response to Mass Effect is any indication).  I think it would take a massive push from a giant publisher, like Activision... if they hadn't run their rhythm franchises into the ground and given up.

I probably wouldn't play it though.  I loathe the state of American pop, and with foreign music I can at least remain blissfully ignorant of bad lyrics.


Your comments about the state of the industry have me a little worried.  The big(?) four localizers here are reaching pretty much everyone they can via gaming blogs, direct email, and their own sites, and while new people are getting on board, I imagine there's some attrition too.  I'm not a big fan of digital-only distribution either.  Call me old-fashioned. :/

animagic4u:
Better get that vocal training after all.
I wanna be first in line for the role of Haruka.

I still don't imagine this going overwell. Kickstarters have bad vibes in the industry...and especially for what I would call a slightly controversial game like iDOLM@STER.

satty:
Huh...with regards to Vic's words about Idolmaster, the cynical side of me is saying "Hah, hell has to freeze before that happens." Then again, it's assuming that he won't change much, which, as Setsuna pointed out, won't happen unless he does do a Roboteching of the whole series.

As for his work in Class of Heroes and Kickstarting, it's sad to say it, but I think we're at a point where if there has to be any variety in the industry, all the smaller companies have to go digital distribution. Kickstarting for physical copies, to me, is a pretty desperate move, but in an industry where the public is only comfortable with FPS's and sports games and whatnot, it seems to be the only way.

Roswell:

--- Quote from: Neko-P on April 06, 2012, 06:22:03 am ---... *Sigh* Can we keep him far away from Imas, then? (Seriously, though, would an English-text version of the game be so difficult...?)

--- End quote ---

As far as I know, it's impossible. The only reason that certain games fly through with only Japanese audio and no English (Arcana Heart, Atelier Annie, etc.) was because it had minimal voice acting. In Arcana Heart's case, Atlus removed the voices in story mode so there were only voices during battle. I think they had to do that because it wouldn't have gotten through the ESRB otherwise, but I could be wrong.

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version