Quote Originally Posted by Viridiana View Post
My only claim has been that there is no "original" text, because each of the localization teams has a hand in crafting the story.
This isn't true. In the very interview you linked Koji Fox very clearly states:

Quote Originally Posted by KojiFox
Then of course I do a lot of translation. On heavy days we do upwards of six, seven thousands characters of translation...

We talk about adjustments… how we’re going to go in and tweak the text, and if those tweaks are big enough to warrant going over to the devs and getting their permission.
They get the Dev Team's *permission* to change things if it's big enough. Your claim that there is no "original," is simply false. If they were Co-WRITERS for all of Final Fantasy XIV, he'd be talking about something like...

"I go in and begin writing new Quests and new Story Missions. I'd probably CREATE some new Characters and DECIDE what their role is in the Calamity..." etc.

THAT'S what a Dev Team's real Game Designer / Writer does. They are still Localization (with some influence and communication) *back* to the OG Japanese Development Team.

Quote Originally Posted by KojiFox
If it’s a new character appearing in the quest we will ask them about the background of those characters, where they want to take the characters, we need all that information so that when we translate it, we know that we’re gonna give the player what the developer and the planner really intended. Then, again, if we decide we need to make some changes, whether be characterization or maybe how a character handles a certain happening during the quest, we make sure to talk with the planner and see if that’s okay. A lot of times it is, sometimes he tells us no and we make sure that we follow that.
Again, more examples of the Localization Team asking and getting permission and approval *from the Original Creators / JP Dev Team* if they are changing / tweaking stuff.

Quote Originally Posted by KojiFox
G: How much leeway is given to the localization team when translating the script from Japanese to English? Do you prefer a more literal approach or a heavily adapted approach?

MCKF: Well, when it comes to wording we’re given a great deal of freedom, but when it comes to story we make sure to try to stick to the original Japanese.
Stop kidding yourself. The Localization Team members aren't listed in the Final Fantasy XIV End Credits as "Writer / Planner / Story Designer".

Because they are NOT.

From Koji Fox's interview right there. They take the Original Japanese version and translate and localize it.


Lastly, your previous quotes were about the Localization Team working with "monster names, monster attacks, place names, item names…". And they helped flesh out some Guildleve Quests (minor stuff). They aren't writing the Main Story.

I want to close out by saying I really *appreciate* all the hard work the Localization Team does. It's a thankless job at times. So "Thank You!"

But some of the points being brought up here I definitely agree with:

1. They take too many liberties at times, more than what I'd like to see as an avid Final Fantasy fan. (The Midgardsormr 2.5 Story segments / VO were the worst so far (compared to the OG Japanese version).

2. Some things feel excessively wordy at times. (And I like lore and story.)

It gets to the point where even I find myself hitting [ENTER] (repeatedly) to just push through random NPC text (from various small side quests, Guildleves, etc.).

Thanks.