Le typography.
Le Definitely!
I'm not a Graphic Designer myself, but I was lucky enough to have a teacher at school who loved the art of printing, and so had the opportunity to learn to "set" real metal type on an ancient Heidelberg printing press, and to see the wonderful old machine drag paper out of a hopper and thump the platen down on the freshly-inked type.
It one of those sight/sound/smell memories that you never forget.
And so decades later, I end up being one of the few programmers on the planet to have his own personal fully-licensed-and-registered copy of the complete Adobe Font Folio collection, and I go around trying to make sure that the font printing looks as-good-as-possible in anything that I work on.
Just one of those little quirks-of-fate!
It's a shame that this much perfectionism and attention to detail didn't make it into more released titles.
Time and money are such an important factor in professional game development.
When it comes to NEC/Hudson translating Japanese games for the North American market, they probably didn't have a lot of either.
Even if they got the source-code to each of the games that they wanted to translate ... then they'd still have to spend a lot of time figuring out how to modify it to get an English font working.
And if the original Japanese developer did the translation work themselves, then you're probably dealing with guys that don't have any background in Western typography, and are just trying to do the best that they can in a limited time.
I know that when I've worked on translations
into Japanese, I'm just looking at chicken-scratchings on the screen, and I'm totally dependent upon a translator (probably from a 3rd company, and who just wants to get home on time) to look at things.
Only the really, really, really high-profile titles are going to get the kind of love that you can see that SamIAm and I are trying to apply to the Xanadu games ... and that we only have the luxury of spending this much time on because we're
not doing it as a "paying job".
Wowser, elmer really is one of the rarest talents to come along and dedicate some time for PCE hacking!
Thanks for the kind words ... but I
hope that I'm showing that at-least-some of this stuff isn't
too difficult for
any programmer to do ... if they make up their mind to do it.
It's more a case of the knowledge that it
can be done, together with the
will to spend the time to do it, and less about raw talent.
I
hope that I'm helping to explain
why custom tools can make such a difference to the end-result.
Not every translation project
needs a programmer ... we've just had a wonderful example of that with toktogul's magnificent work on "The Lost Sunheart", and his current work on "Daichi Kun Crisis".
But when a programmer is involved, I'd pretty-much-always advocate for developing some quick-and-dirty custom tools over using pre-made do-everything "hacker" tools, such as EsperKnight's use of "Atlas".
IMHO, his insistence on using that tool ended up totally masking what was really going on inside Falcom's script code, and so left him with no clear idea of why things started breaking when he tried to re-insert English text, and how to fix the problem.
Well ... that, and the fact that it wouldn't have mattered anyway because he'd have run out-of-memory.
Exactly what I was thinking where was Elmer when we got some of those questionable translations in the 1990s lol.
Hahaha ... I was busy working-for-a-living developing original games, including translating a couple of them
into Japanese.