GS: In your message board post, you said that because people bought Working Designs games and showed support for these things, we have "deluxe packs, pack-in soundtracks, better packaging, great hint guides, and better localizations in general." Is that the extent of Working Designs' legacy?
VI: I think "better localizations in general" is the most important contribution WD made. Once people played a WD role-playing game, no matter what they thought about the pop culture stuff that was packed into the early games, it changed them. They saw how moving and engaging an RPG could be when written in their native language well.
GS: On localization specifically, Working Designs was responsible for some groundbreaking work regarding localization. How much farther do you think localization needs to go? How much farther can it go?
VI: It's come a long way, but there are still way too many spelling and grammar errors in games. The worst offense, however, is flat characters you don't care about. Giving life to characters demands more than a straight translation. You must work in the spirit of the original, and that's a tough domain in which to exist, let alone master.
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GS: As Working Designs showed that there was an American audience for many of its games, others began to take note and jump in the game. Currently, Mastiff, Atlus, NIS America, Agetec, Hot-B America all seem to specialize in somewhat niche, localized fare. Did the niche outgrow Working Designs? What kept the company from competing with these new players?
VI: Me, really. We were tied up, and I was obsessed with getting the three Gs approved. It made no sense to me that they were denied because they were so right for our market, and were exactly the kind of game we did that our fans liked. Until that was cleared, nothing else could be licensed. My hands were tied to get any more product by our majority shareholders. If I had cut and run, we could have been doing our usual two games a year in that time. Think of it, we could have done six games in the three years I wasted! But there's no guarantee any of those would have been approved either, since they would have been games that emphasized story and gameplay over graphics.