Quote Originally Posted by VirusOnline View Post
But I do wonder. Supposing there is a go ahead and knowing how many different types of spanish there are (dialects, regions, idioms, nuances, etc) which would you use?
I appreciate your perspective as a developer, and would like to offer mine as a linguist. I will be answering in two posts because my perspective turned out a bit too long.

With regards to the text:
It's true that localization means "to make something local", which by definition is not possible when releasing a localization to a linguistic population instead of a region. With that said, whenever products are prepared to be released to a population instead of a region, something called "Universal Spanish" is used: rather than a dialect, this is a standard of writing that removes any localism and uses lexicon shared by as many countries of one linguistic group as possible, so as to be readable by as many speakers of one language as it can. This is the Spanish used for technical and scientific papers, as well as in international journalism and non-country specific software releases, because you want to cast a net as wide as possible in terms of user availability. It's likely this would be the choice for the broader UI/UX of the game, as well as business and community communications. Some more localized nods could be inserted in text such as quest descriptions and journal entries (which in English do have occasional references to American and British pop culture, among other things); I guarantee that if the entire body of written text uses Universal Spanish as a framework with an occasional nod to popular Spanish or Latino IP, it would elicit a chuckle or a double take (or sometimes just ignorance) rather than a "this version wasn't made for me" reaction.