All these arguments are surely a sign that people are passionate about seeing this thing come out. I'd like to respond to some concerns.
This game is short, especially by comparison to Mother 3 or any Dragon Quest. It really was 100% translated at the time we said it was. The fact that it is taking so much time since then to get it done is an indication of the fact that most of the work in localisation is not in the initial translation phase. This is why games take time to be released in the West when being localised officially, even at companies with lots of resources. Localising a game essentially amounts to hacking it and making a new version of it for each language, and that process is time-consuming and tedious.
While the game had apparently been called impossible to hack in the past, it obviously isn't impossible, but it is hard and that is the bulk of the work being undertaken at the moment. Here is a sample of the kind of updates on this work that have not been posted publicly:
"Turned the 3 bin files into a PNG image. A tool for the reverse process will be coming up next"
"Program to convert the pngs back into bins (only palette and image data)."
"CONTINUE was 1 pixel off."
While there may be some people who would still want to see this kind of update, I don't really think it would have made a huge difference. Rest assured that work is being done to ensure that the first release is not sloppy or buggy. Screenshots could be released of more or less any part of the game at this stage, and that would no doubt whet people's appetites, but as it only has about five to six hours of gameplay on a first playthrough, I think it will be better to keep things under wraps until the game is in people's hands and systems. Think of how some game companies use blogs, websites and constant updates, and some don't. Seeing more information about a game is one way to get excited about it, but perhaps not having anything revealed until the last moment is another.
I believe the decision to document the process of a fan translation is one to be made on a project-by-project basis. The game being translated needs to warrant such documentation, and the people involved need to have the time, resources and will. For my part, I have a full-time job and an active social life that does not usually involve spending my free time doing the same kind of thing I do at work. I was able to complete the initial translation over the course of a week's vacation that happened to coincide with my discovering this project. I see from the thread and the project updates I receive via SVN that Nagato is beavering away on the code stuff, and has also been affected by a hurricane. I don't believe it to be incredibly remiss of either of us not to provide a steady stream of updates before we at least have a fully stable, patched translation that we are satisfied with. For my part, I'm just not a blogger, though I have nothing but kudos to offer those who are, and who use blogs as a means to keep eager players-in-waiting excited about a project.
As for my insistence that the game not be turned over to a sort of crowdsourced QA team: I'm not saying no checking is going to be necessary, or will not be performed. I assume that the most stable patch Nagato can produce will be playtested by some people who can volunteer their time, and they will report issues they find. I just think there needs to be someone who can take on board all the suggestions and filter out the good from the bad, and the viable from the unrealistic but well-intentioned. The original translator is surely a good person to do this, as they are intimately familiar with the text. It's always exciting and satisfying to get that kind of input, and anyone who would refuse to change their precious text just because they can't admit that someone has a good idea for how to improve it wouldn't get far in the world of professional translation, and wouldn't have many allies in the fan translation sphere either.
Of course, they need to be trusted not to let their ego get in the way of making good changes, and in the absence of any previous fan translations to my name, all I can do is try to assure anyone with doubts to the contrary that my wish to keep control of things is only because I don't want any well-meaning Japanese 101 anime fan with a Wordtank and time to kill to have access to the text and start changing words back into Japanese in a 'keikaku means plan' fashion, or shoehorning in references that they think are clever. I am definitely looking forward to revisiting the text with some distance from the initial translation and taking on suggestions.
This forum represents a meeting of many impressive minds. I don't even understand half the stuff Nagato does, as I'm not a programmer, but his wizardry is slowly but surely getting the game into shape. Ryusui has graphics editing skills that are producing some very nice, atmospheric work, true to the spirit of the original game, and which will allow players to forget (as much as is possible) that they are not playing a commercial product. Those who are following this thread (or, indeed, who are even members of a forum like this in the first place) single themselves out from the average gamer with their interest in homebrew, hacking and translation of unreleased games, and so by definition they will be more passionate than the average Gamestop shopper. That passion can be a wonderful, positive thing, but it can also lead to disagreements and flame wars.
I'm starting to ramble, so I'll wrap up. I hope everyone following the project can wait for the next updates, which are coming but will only be made when there is something genuinely exciting to be said: the first full patch has been released, people are playtesting it, adjustments and improvements are being made, and so on. Those things are coming, and I sincerely hope people can enjoy the fruits of our labours as soon as possible, but I also hope they can bear with us in the meantime, and try and use the current radio silence as a means to increase anticipation rather than frustration.
Thanks for reading.
This game is short, especially by comparison to Mother 3 or any Dragon Quest. It really was 100% translated at the time we said it was. The fact that it is taking so much time since then to get it done is an indication of the fact that most of the work in localisation is not in the initial translation phase. This is why games take time to be released in the West when being localised officially, even at companies with lots of resources. Localising a game essentially amounts to hacking it and making a new version of it for each language, and that process is time-consuming and tedious.
While the game had apparently been called impossible to hack in the past, it obviously isn't impossible, but it is hard and that is the bulk of the work being undertaken at the moment. Here is a sample of the kind of updates on this work that have not been posted publicly:
"Turned the 3 bin files into a PNG image. A tool for the reverse process will be coming up next"
"Program to convert the pngs back into bins (only palette and image data)."
"CONTINUE was 1 pixel off."
While there may be some people who would still want to see this kind of update, I don't really think it would have made a huge difference. Rest assured that work is being done to ensure that the first release is not sloppy or buggy. Screenshots could be released of more or less any part of the game at this stage, and that would no doubt whet people's appetites, but as it only has about five to six hours of gameplay on a first playthrough, I think it will be better to keep things under wraps until the game is in people's hands and systems. Think of how some game companies use blogs, websites and constant updates, and some don't. Seeing more information about a game is one way to get excited about it, but perhaps not having anything revealed until the last moment is another.
I believe the decision to document the process of a fan translation is one to be made on a project-by-project basis. The game being translated needs to warrant such documentation, and the people involved need to have the time, resources and will. For my part, I have a full-time job and an active social life that does not usually involve spending my free time doing the same kind of thing I do at work. I was able to complete the initial translation over the course of a week's vacation that happened to coincide with my discovering this project. I see from the thread and the project updates I receive via SVN that Nagato is beavering away on the code stuff, and has also been affected by a hurricane. I don't believe it to be incredibly remiss of either of us not to provide a steady stream of updates before we at least have a fully stable, patched translation that we are satisfied with. For my part, I'm just not a blogger, though I have nothing but kudos to offer those who are, and who use blogs as a means to keep eager players-in-waiting excited about a project.
As for my insistence that the game not be turned over to a sort of crowdsourced QA team: I'm not saying no checking is going to be necessary, or will not be performed. I assume that the most stable patch Nagato can produce will be playtested by some people who can volunteer their time, and they will report issues they find. I just think there needs to be someone who can take on board all the suggestions and filter out the good from the bad, and the viable from the unrealistic but well-intentioned. The original translator is surely a good person to do this, as they are intimately familiar with the text. It's always exciting and satisfying to get that kind of input, and anyone who would refuse to change their precious text just because they can't admit that someone has a good idea for how to improve it wouldn't get far in the world of professional translation, and wouldn't have many allies in the fan translation sphere either.
Of course, they need to be trusted not to let their ego get in the way of making good changes, and in the absence of any previous fan translations to my name, all I can do is try to assure anyone with doubts to the contrary that my wish to keep control of things is only because I don't want any well-meaning Japanese 101 anime fan with a Wordtank and time to kill to have access to the text and start changing words back into Japanese in a 'keikaku means plan' fashion, or shoehorning in references that they think are clever. I am definitely looking forward to revisiting the text with some distance from the initial translation and taking on suggestions.
This forum represents a meeting of many impressive minds. I don't even understand half the stuff Nagato does, as I'm not a programmer, but his wizardry is slowly but surely getting the game into shape. Ryusui has graphics editing skills that are producing some very nice, atmospheric work, true to the spirit of the original game, and which will allow players to forget (as much as is possible) that they are not playing a commercial product. Those who are following this thread (or, indeed, who are even members of a forum like this in the first place) single themselves out from the average gamer with their interest in homebrew, hacking and translation of unreleased games, and so by definition they will be more passionate than the average Gamestop shopper. That passion can be a wonderful, positive thing, but it can also lead to disagreements and flame wars.
I'm starting to ramble, so I'll wrap up. I hope everyone following the project can wait for the next updates, which are coming but will only be made when there is something genuinely exciting to be said: the first full patch has been released, people are playtesting it, adjustments and improvements are being made, and so on. Those things are coming, and I sincerely hope people can enjoy the fruits of our labours as soon as possible, but I also hope they can bear with us in the meantime, and try and use the current radio silence as a means to increase anticipation rather than frustration.
Thanks for reading.