Ask @WadjetEyeGames:

Thanks a lot for your honesty and for taking the time to explain your position clearly, Dave! And while you're totally right about directing your resources to where they'll be most useful, I hope that in the future, you might view some utility in localising your games! :)

I hope so too! I am probably wrong about EVERYTHING (it's happened before) but I'm pretty risk averse. Since I support my family on this stuff, I kinda have to be.

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Thanks for your answer, Dave! Now, what if I told you that I'd be willing to translate one of the Blackwell games into French free of charge, in order for you to see whether this could be worth your while? :)

Xtooph
It's not just the cost. Lots of people offered to do it for free. But as I said, it's NOT just "translate a file and you're done." There's quite a bit of rejiggering and adjusting to do on the programming end. It takes quite a bit of work. Work which we can't really test because we don't speak the language. Work which time has proven doesn't generate enough reward to make it worth it.
I could be wrong and maybe things are different now, but as someone who supports his family on this stuff I need to direct my time/energy/resources where I know they'll do the most good. Translation has to proven to be... not that. So for now our answer is still no.
(This is probably our most common question and I always hate having to be so negative about it)

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What about localising the Blackwell games into French and thus expanding your audience, Dave? :)

Xtooph
I've answered this question many times before (albeit it's several hundred questions down) but here's my usual response:
Our games are not very localization friendly. It's not a matter of typing in a translation file and you're done. There's quite a bit of work we have to do on the programming end to make it work properly. Work which we can't test because we don't speak the language.
We did tried the translating thing once, and it wasn't the best experience. Gemini Rue was our best selling game by a large margin. We were approached by one of the biggest German adventure game publishers who offered to translate the game (complete with voice acting!) for the German market.
Our best selling game, translated into the language of the country most eager for adventure games? Handled by one of the largest adventure game distributors within that market? It seemed like a no brainer. If anything was a sure bet, this was it.
So we did the work. It was translated and sold in Germany. And hardly anybody bought it. The sales barely even covered our advance. So if our best selling game translated into the language of the best-selling market failed to generate any money for us, it is very hard to justify doing it with anything else.
We are a very small team, and the only way we can earn a living doing this is to be very careful with how we spend our time and energy. These games support my family, and I'm just not willing to take the same risks that I used to.
One day we might switch to an engine that makes localization easier, but until then we aren't interested in getting our games translated. We're sorry.

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I understand! Not all games work for everyone :) Ohhh Fran Bow! I love that game so much! The switch between worlds when you take the pills is an interesting concept, I liked it in Trilby's notes too, if you've ever heard of the Trilby series which is great too!

I know the trilby series. I joined the AGS forum back when Yahtzee was a regular there. It's cool to see him do so well.

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Speaking of Daedalic like that other person said I too would recommend Night of the Rabbit! As well as Chains of Satinav, Memoria and The Whispered World. Oh and Book of Unwritten Tales! Sorry to add so many games to recommendations but they really are hidden gems :)

I tried the Book of Unwritten Tales! It... didn't gel with me, sadly. Too self-referential and fourth wall breaking, which isn't my thing. But the others are on my list! I honestly don't play a lot of traditional point-and-clicks, despite being a guy who makes them. Although I recently started Fran Bow and love it.

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I feel weird about this, but I've been having trouble getting into Shardlight. It's the first WEG-published game where I've lost interest. I think part of it is that the visuals are hard for me to discern; I find myself really getting stuck and pixel hunting. I dunno, maybe it's just me.

Not every game is for every one! If it doesn't gel with you, it's not going to. If it's the low-res that is bothering you, we're actually going to a higher resolution for our next game. So there's that!

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During a stream, I think you mentioned you hadn't yet played a Daedalic game. I've only played two: The first Deponia game, which I didn't like because the protagonist is awful, and the other game I played was The Night of the Rabbit, which I thought was exquisite and joyous and would recommend. :-)

I keep hearing mixed things about Deponia. I know a lot of people like it, but from what I've seen of the main character I don't think I'll like him very much. Night of the Rabbit is on The List of games I will play eventually.

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Hi Dave! I wonder if you could ever show any parts of your Design Documents for your Games? I always wonder how to structure such a piece so you incorporate both the story and the gameplay/puzzles. Do you still write it out kinda like a walkthrough? Any specialized writing software you use? Thanks!

There's honestly ZERO rhyme or reason to how I do things. I sit down at my computer, open up notepad, and just... type a bunch of nonsense. Eventually something coalesces into something usable and I try to make a game out of it. This isn't a method I would recommend to anyone, but it seems to work for me. Whenever I try a piece of software that pledges to "organize my thoughts" I find that it becomes more frustrating than helpful.

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