SUPER PLAY-Fantasy Quest: Interview with Ted Woolsey

By Neil West

(Taken from Super Play Magazine, September 1994)

SquareSoft's main man and translator of Secret of Mana, Ted Woo-

lsey, talks to Super Play about life, the universe, RPGs, and

everything. But mainly he talks about RPGs.

Q: Up until the release by Nintendo UK of the insanely great

   Secret of Mana, European players will only ever see the won-

   der of Square games by obtaining gray import cartridges. Is

   this the start of more officially released Square games to

   come, or a one-off deal purely for the launch of the Secret

   of Mana?

A: No, there are definitely more Square games planned for rel-

   ease in Europe. This process of releasing games through other

   people is pretty much the same strategy that our parent co-

   mpany in Japan used when first breaking into the American

   market. They didn't set up a company here straightaway and

   market our games direct, instead they licensed the first

   8-bit Final Fantasy game to Nintendo and eased in to the US

   market gradually. I'm sure this is the same strategy now but

   in Europe.

Q: So it would seem likely that SquareSoft's presence in Europe

   will increase, maybe until a SquareSoft Europe is establi-


A: Well, that would seem sensible because the European market

   is very strong, and it looks likely that it will only incr-

   ease, but I think it's too early to tell if there will be a

   Square office set up. Either way, the games will keep coming


Q: Tell us about your relationship with Square of Japan. Do you

   choose which of their games will be translated into English,

   or do they tell you?

A: It's getting to the point where we do actually have a lot of

   control. In the early days - about five years ago - titles

   were selected in Japan for American release, 'localized'

   [translated and re-jigged for the new audience] and then

   shipped over for release. But at the end of this month, I'll

   be going over to Square in Japan to take a look at all the

   titles in development and hand-pick which games we're going

   to release in the US and Europe over the next year. So more

   and more we're having a hand in deciding which games make it

   out of Japan.

Q: And this responsibility will increase, right?

A: Absolutely.

Q: Things are really on a roll for Square right now. It seems

   that Final Fantasy is now a serious rival to Dragon Quest

   for the crown of most popular RPG series in Japan. In America

   though, Enix still has a loyal following. Do you think the

   next few releases from Square will consolidate your position

   as leader in the field? Do you feel you are in a battle with


A: Hmm, not really. It's funny over here in the US because role

   playing games are such a small slice of the overall video-

   gaming pie, the following is still very much a minority of

   gameplayers. Our research has that if someone has a positive

   experience playing a role playing title, then they want more.

   So people who like, say, a Dragon Warrior title seem to like

   Square Soft titles as well. I know that there are big sales

   battles going on in Japan between Square and Enix, and I

   think that they actually have some sort of agreement not to

   go head-to-head with the release of similar titles and to

   make sure that both Square and Enix have enough space, but

   over here in the US it's a whole lot more relaxed. Over here

   I really don't think that it's a negative thing to have two

   very strong RPG lines.

Q: You're saying that yourselves and Enix are actually doing

   each other favors: making sure that RPG fans have a decent

   supply of quality titles enabling the genre to grow and gain

   more support?

A: Yeah, absolutely.

Q: Do you take much notice of releases from other companies, and

   follow gaming trends? Or does Square stick to its own guns

   and try not to be swayed by current trends?

A: No, no - in this day and age it's impossible to shut your

   eyes and ignore what's going on around you. We're very care-

   ful to look and watch what's coming out and when stuff's

   being released also.

Q: On a scale of one to ten, how tough is it to translate Japa-

   nese games into English?

A: Let me put it this way, It's a lot more difficult than it

   seems! Our avid following in the US is constantly saying to

   us, 'look, just what is your problem? Get the games out fas-

   ter!', they have a real problem with this. But they don't

   understand that there are severe limitations - as everyone

   who's played a Square game will realize - with size, it's

   just so tough squeezing the translated text intothe game.

   What this means is that you have to rethink an entire plot

   without actually changing any of the parameters that govern

   how the plot has implications on the rest of the game. So,

   inevitably, some depth is lost in the translation from Japa-

   nese to English.

Q: How much is lost?

A: Well, as far as simple text is concerned, I would say that

   you can get twice as much information into the same space

   when written in Japanese as you can writing in English. But

   it's the process of making sure that what you're left with

   still makes complete sense, that's the real time consuming

   problem, even after you've stretched and pulled all the text

   windows until they are as big as possible. Also, with some

   titles - like the Secret of Mana - there's no order to the

   messages. As a result, it's very difficult keeping all the

   plot lines and story elements in your head while working out

   what can be lost and what needs to be changed. Translating

   Japanese can be a completely frustrating task!

Q: Aside from the basic difference in languages, do you exper-

   ience a lot of problems when you're dealing with distinctly

   Japanese cultural points or cultural references?

A: Oh yes. And a lot of the problem lies with the basic expec-

   tations of the gameplayer. Japanese RPGs come from a textual

   background; from short stories, Manga and novels. In Japanese

   literature, typically, the need for a strong beginning, mid-

   dle, and end is not that great. The Japanese tend to savor

   the episodic elements of an adventure; brief jaunts off on

   sidequests which bear no relation to the main game are wel-

   comed in Japan, but here in the US - and I guess in Europe

   too - players tend to react like 'Now what was all that for?

   What a waste of time!'. So in some ways it's difficult to

   translate a game that was designed for the Japanese market

   because the gameplayers themselves are very different - it's

   not just that they speak a different language.

Q: So how do you deal with this kind of problem? Do you have the

   facilities in the US to restructure a game to suit tastes

   outside of Japan?

A: Well we have the know-how - that's not a problem - but we're

   really up against tough time constraints. In a perfect world,

   we would take the beautiful graphics we get from Japan and

   completely dump all of the code that stipulates when an event

   has to happen and how it occurs. We would go back in and

   tailor it to the audience here. But back in the real world,

   we simply don't have the time or resources to do this. We

   have to take it exactly as it comes and simply dump the Eng-

   lish translation into the original game.

Q: So you'd still keep the graphics?

A: Oh yes! While the actual game code may be in no way superior

   to stuff generated in America or Europe, the Japanese do have

   a beautiful sense of style and I think the games (esspecially

   Final Fantasy III, which is FFVI in Japan) are absolutely

   beautiful with scanned images overlaid on built-up graphics.

Q: So how do you go about actually translating a game? What

   process is involved?

A: I was given just 30 days to translate the Secret of Mana

   text. This meant that I had to fly out to Japan for a month

   with my wife and kids and just get on with translating the

   original scripts practically just as soon as they were comp-

   leted. There's really no time to do justice to these games.

Q: So do you normally wait until a game is finished before star-

   ting on the translation or work side-by-side with the people

   writing the original storyline?

A: No, I usually wait for a finished product and that's because

   if I jump in and start taking on text before the game is fin-

   ished, there will inevitably be so many countless revisions

   and rewrites of the original, that my translation becomes out

   of date practically as soon as I've completed it. The people

   who write these games work right until the last minute to

   hone the text to perfection, and as the text changes then so

   does the graphics, the timing of animated sequences and,

   indeed, the storyline. So it really does pay to wait until

   the game is done and then jump in and get on with it.

Q: How do you coordinate dialouge with hundreds of different


A: I play the finished Japanese version about three times then,

   having videotaped all the appearances of characters, I'll sit

   down and work out a translation that seems to work in English

   but will also work with all the original Japanese source

   code. Then, if there's time, I can start adapting the game to

   more non-Japanese tastes.

Q: Secret of Mana's wide appeal might be put down to its action-

   based combat, players don't have to worry too much about

   weapon stats and the like if they don't want to. Many older

   gamers prefer turn-based combat, however, and the slower,

   more involved plots. Which do you favor? Are there more act-

   ion RPGs on the way from Square?

A: Well, Secret of Mana 2 will be an action/adventure title as

   will our first US-developed game; both of which are currently

   in development. This US game is being done by Americans, for

   Americans, so it would seem logical that it will follow the

   more popular action/adventure format. In regards to which is

   the better system... Well, there are maniacal players of the

   command-driven RPGs and these people will dabble in action

   games, such as Zelda, but they always actually prefer the

   slower-paced, more strategic traditional games. We receive

   telephone calls from strange people many years after a game

   was released, calling to find out if the game hero ever got

   married! Now those are real maniacal players. The action/ad-

   venture players, however, are larger in numbers and the demo-

   graphic is different. They tend to be younger and like the

   idea of jumping straight into the action with a sword in

   their hands; it's an empowerment issue - you get to go out

   there, start whacking things and it feels good! With the more

   traditional RPGs, it takes a good 15 or 20 hours of playing

   before you're finally hooked.

Q: So I guess there's always a compromise to be faced when put-

   ting a game interface together or designing a combat system.

   Do you appease the diehard fans who like to 'go deep,' or

   make the game more accessible to a larger audience?

A: Exactly. It's definately a trade-off and it's a tough one.

   But I think that Secret of Mana went a long way into bringing

   more RPGs into the mix than perhaps, say, Zelda, which is

   more predominantly a straightforward action game.

Q: You must be very pleased with the reception of Secret of

   Mana. This game has caused jaded reviewers to blub with joy,

   with it's sumptuous graphics and perhaps the greatest musical

   score of any Super NES game ever. Did you know it was going

   to be such a success?

A: Well, no - there's an interesting story here in that Secret

   of Mana was originally scheduled as a CD game for the Sony

   CD-ROM SNES add-on that never appeared. So it probably would

   have been much longer, and I think that when you play it you

   can get a sense of areas where it seems that something might

   be missing... But the team working on it turned it back into

   a cartridge game and I think they did a wonderful job; cert-

   ainly the graphics speak for themselves. But as to whether we

   knew it was going to be a success, well, no. In Japan the

   game certainly didn't sell very well up against the Final

   Fantasy Series (which was in its sixth iteration, whereas

   Secret of Mana was starting off with no momentum) so no one

   was expecting the runaway hit that it's turned out to be.

Q: Is there anything missing from the English version?

A: No, just some things have been altered for sake of space.

Q: Final Fantasy VI is going to be released as FFIII in the US,

   with FFV being held over 'till 1995 to be released as a sep-

   erate game. Could you explain this decision, and tell us

   about the games themselves?

A: The Final Fantasy series basically has two seperate tracks:

   the odd series (FFI, FFIII, and FFV) are controller command

   drive games, whereas the even series are more story line

   driven games. As for FFV though, well although we're sure

   it's a great title it hasn't been a hit with too many people

   in out-focus groups, although the more experienced gamers

   loved the complex character building - it's just not acc-

   essible enough to the average gamer. But we're determined

   we want to release it so we're going to wait and introduce

   it once there's a larger audience for it's particular style.

   Hence the wait.

Q: Is there a finalized name for FFV yet?

A: The tentative, working title at the moment is 'Final Fantasy

   Extreme'. But this could always change...

Q: FFII also had some changes (we've heard rumors about dancers

   stripping off in the original!). Tell us about those, go on.

A: Well, there's a level of playfulness and - dare I say - sexu-

   ality in Japanese games that just doesn't exist here [in the

   USA], basically because of Nintendo of America's rules and

   guidelines. And this includes little characters that take

   their clothes off, or show their bottoms or chests - that

   Nintendo won't allow over here. I guess the aesthetic in

   Japan is perhaps similar to that found in say France or Ger-

   many, where you might see more people nude sunbathing or - in

   magazines perhaps - see more 'anatomical' shots. I mean, in

   the original there was nothing shocking - there was no sex or

   anything - but what there was Nintendo didn't like so we had

   to remove it.

Q: Maybe the new, more lenient Nintendo would now allow this...

A: Yes, it's certainly possible that in the future there will be

   a completely uncut version released.

Q: Square has picked up Capcom's Breath of Fire for translation

   and a US release is planned for August of this year. What

   prompted you to make this move?

A: Actually, Capcom approached us. They had a very busy schedule

   (that included at least two RPGs) so they simply didn't have

   room for it. And we loved it, and knew it to be something our

   audience was dying for...

Q: What about Romancing SaGa 2? Have you any plans to translate

   this? It did remarkably well in Japan, and its simalarities

   to the FF series would make it extremely popular with fans of

   those games...

A: Oh yeah, I'm sure it would be great but unfortunately it all

   comes down to a manpower issue and we really don't have the

   resources to do it. For every person put onto the job of

   restructuring a game for an English translation it means one

   taken off the development of FFVII or Secret of Mana 2. So

   no, unfortuneately, I can't see the Romancing SaGa series

   making it over here.

Q: A new 16 meg RPG called Live A Live is shortly to be released

   in Japan. Have you any plans to bring this over too? We un-

   derstand that it contains a little strategy game called Cap-

   tain Square, and few strategy games have made it to the West.

A: Oh, yes, this is a great game. It's been designed by one of

   the teams behind Hanjuku Hero from a couple years ago and

   it's basically seven games crammed onto one 16 Meg cart - so

   each are graphically quite simple, but great games. The tro-

   uble is that up against Mortal Kombat, for example, gamers

   really demand more visual sophistication - so it's fairly

   doubtful that we could ever sell enough to get our money


Q: That's a shame. Maybe one day the audience will be big ebough

   to make it worth while. Just one last thing: the faces that

   appear in the backgrounds of a lot of your games - what are

   they all about, is there a hidden message here?

A: Everyone seems curious about the faces! But no, there's no

   hidden meaning, satanic messages or anything - I guess it's

   just our artists' sense of bizarre humor coming to the fore.

   Actually, in one of the deep dungeons in FFII there was a

   room that contained the entire programming team. Unfortunat-

   ely that was one thing that just didn't make it across to

   the US version. Nintendo didn't seem to appreciate it.

Spoilsports. Well, here's wishing you the best of luck with your

future titles Ted, and pick out some good ones for us when you

visit Japan. Thanks very much for your time.