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Professor Layton and the Mysterious Lack of Localization

I know, we're all annoyed that Professor Layton's sequels haven't been released in the US, or even announced for release. Meanwhile they're making movies and starting up a second trilogy in Japan. Salt in the wound for sure. I mentioned me theory regarding this in passing in a previous thread, and it garnered more attention than I was expecting. DavidDayton asked for sources or an explanation, and since so many seem to be wondering where the hell Layton is, I figured I'd give it it's own post.

I'd been hearing from from friends in the development community that Layton was difficult to localize for the western markets, but a lot of the information was a little vague, and understandably so because I don't know THAT many people in the development community and I don't know ANYBODY from Level-5. So to start off I'm going to say that this is obviously a theory, but I think I have it pretty well covered. Obviously if anybody knows anything different, please let me know :D And I apologize in advance if somebody had already noted this for everyone, it just seemed to me that most thought that Nintendo was just refusing to release the games stateside out of spite. Anyway, without further ado...

The theory: The reason for Professor Layton's localization delays is not due to Nintendo of America/Europe refusing to release it, but rather that Level-5 is either having difficulties shoring up the appropriate puzzles for the game, or doesn't feel compelled to do it immediately. A significant number of the puzzles in the Layton games are logic puzzles that rely on knowledge of Japanese culture, or are word-plays specific to the Japanese language, or have some other aspect that makes a simple translation impossible.

Let's start with a little background: Professor Layton is a puzzle game, we all know that. The puzzles are actually based on a collaboration between Level-5 and a series of puzzle books called Head Gymnastics, which have sold over 12 million copies in Japan. Level-5's president Akihiro Hino was a fan of the books growing up, and so enlisted the help of Chiba University Professor Akira Tago, the author of the Head Gymnastics books. (source: wikipedia, Famitsu interview)

The books gave Level-5 2,000+ puzzles to work with. However, Hino wanted 30+ NEW puzzles designed specifically for the first game. Tago noted, "When I heard that I was amazed. It’s not that easy to create the puzzles I have done for my books." They spent some time making puzzles, and then remaking them, and so on -- with some difficulty coming from the fact that they wanted puzzles that could use the stylus and weren't purely logic puzzles.

Now, let's fast-forward to the American release. Gamespot did an interview with Hino, where a very interesting tidbit is dropped:

Akihiro Hino said:
Some of the puzzles in the game rely heavily on knowledge of certain cultural practices or use wordplay to guide you towards the answer. As there are several differences in both language and culture between America and Japan, we adjusted the content by removing puzzles that worked only for the Japanese audience and implementing new puzzles in the American version to take their place.

This quote lets us know several things:
  • Many of the puzzles in the Professor Layton games are puzzles based on Japanese culture and language
  • These puzzles cannot be simply translated to English or other languages and still retain the puzzle
  • Level-5 (or a contractor) is responsible for adjusting the content of the games for different audiences
  • Presumably, the amount of puzzles that had to be removed made the game feel lacking, or significantly altered the structure of the game. If we were talking 10 puzzles, Level-5 could have theoretically just removed them and let the rest ship. This leads me to believe we're talking about a significant number of puzzles.

It doesn't really make sense for Level-5 to make puzzles that are extremely American-specific. For starters, they're a Japanese company and making such puzzles would be difficult. Furthermore, it wouldn't make a lot of sense to make a bunch of puzzles that couldn't be used in other forms if they could help it -- especially considering the difficulty involved in making puzzles. So what is Level-5 to do?

Let's keep the following in mind: Making a puzzle doesn't just mean changing text around. It means new art assets for the puzzle in particular, new dialogue for the Professor and Luke or other characters, etc. It may mean programming some specific stylus interaction (though this is fairly unlikely). In short, it's not something that a localization team may normally do.

So, with all this in mind, what would be the easiest way for Level-5 to get the product ready for shipping overseas? To use puzzles that are more international, and more importantly, puzzles that they already have. Luckily, Level-5 conveniently had another source of puzzles: the sequel! Professor Layton and the Curious Village was released in America on February 10, 2008. Shortly before, on November 29, 2007, the sequel (Professor Layton and The Devil's/Pandora's Box) was released in Japan. Level-5 took the easy route and simply swiped some of the more universal puzzles from the second game and used them in place of the Japan-centric puzzles in the first game. They would have already had the assets finished and the text written, so all that would need to be done is text translation -- something that can be handed to a localization studio. Voilà, now they have a game ready to be shipped to the US.

Level-5 is moving onto the fourth game (and second trilogy) in Japan, and we've yet to hear anything about the second game and its release in the US (besides the indication that the sequel would be coming in the back of the first game's instruction manual). What we could be looking at here is yet another case of Level-5 not having enough puzzles to go around for a second game, and furthermore an even great difficulty in generating puzzles. Why? Well, let's look at Modojo's review of the first Professor Layton:

Madojo said:
Unlike Professor Layton and Pandora's Box (the Japanese sequel to Curious Village which will hopefully (please) come stateside soonish), the puzzles in this game generally have little or nothing to do with the narrative.

I can't comment on the reliability of Madojo, but if true this presents a problem for us hoping for a localized Layton 2: the puzzles in the sequel are more intertwined with the narrative, meaning simply grabbing random puzzles from a sequel is less feasible. At the very least, it means that the number of potential puzzles that might be swiped from later games is diminished, because they ostensibly wouldn't make sense in the narrative of the second game. This means they might actually have to make specialized puzzles for western audiences... or they have to wait for more games to come out to widen the pool of potential puzzles to take.

Another piece of information suggesting that perhaps even Layton 3 doesn't offer enough in terms of "international-friendly" puzzles comes from Chris Kohler's impressions of Professor Layton 3 (The Last Time Travel):

Chris Kohler said:
Maybe I'm getting just the slightest bit fatigued with the formula, but I'm not sure if I like Time Travel's puzzles as much as the previous games'. It could be the fact that many of them seem to rest on tricks of the Japanese language, or that some of them have been more riddles than logic puzzles -- the sort of what-walks-on-three-legs-in-the-evening sort of thing where the answer is more of a joke than a logical conclusion.

Again, we see the strong presence of puzzles and riddles that rely on the Japanese language itself. If the "joke riddles" aspect is true, it could also point to difficulties translating it for the western audience -- jokes or riddles such as that often rely on wordplay as well.

Anyhow, that's it for my theory. Hopefully you enjoyed it -- especially because it's so damn long -- and I hope I provided enough "evidence" to support my claim, at least for the GAF community :lol My hope is that with the release of the fourth game, Level-5 might finally have enough puzzles to make the sequel work for the US and Europe. Unfortunately that means that we might only be finishing the first trilogy when Japan finishes their second (their 6th game makes our third possible) -- and this means we may never see the second trilogy at all. But we can cross that bridge when we come to it... as for now I'd just like to get the damn sequel.

Thoughts?
 
I'm sure we will see a layton 2 in NA. There is even an option in the first game thats requires a password from the second game. Its most likely just taking a while to get all the non Japanese wordplay puzzles needed for a full game
 
Tired of waiting for the game to come to the West, I've checked out a guide with all the riddles translated in english (I've had a hard time deleting all the solutions before checking the guide), to make sure the game was playable before importing it. Among the first 50 or 60 riddles, I've found only one puzzle that requires the ability to write in hiragana and nothing related to Japanese culture. Perhaps all the culture-related riddles are in the second half of the game, but I think I'm going to import it nevertheless... (I didn't check all of them, as of now I'm trying to forget the ones I've read :lol )

Oh, and it may be true that the puzzles are more intertwined with the story, but I don't see how this could delay the translation; e.g. you are in the Dining car - on the train - and the riddle is related to tables and customers, or it asks how much Layton and Luke paid for lunch by giving you some hints. I think this is better than the random puzzles we find in the Curious Village. Of course, I'm referring to the first half of the game only.
 
Versipellis said:
Tired of waiting for the game to come to the West, I've checked out a guide with all the riddles translated in english (I've had a hard time deleting all the solutions before checking the guide), to make sure the game was playable before importing it. Among the first 50 or 60 riddles, I've found only one puzzle that requires the ability to write in hiragana and nothing related to Japanese culture. Perhaps all the culture-related riddles are in the second half of the game, but I think I'm going to import it nevertheless... (I didn't check all of them, as of now I'm trying to forget the ones I've read :lol )

Oh, and it may be true that the puzzles are more intertwined with the story, but I don't see how this could delay the translation; e.g. you are in the Dining car - on the train - and the riddle is related to tables and customers, or it asks how much Layton and Luke paid for lunch by giving you some hints. I think this is better than the random puzzles we find in the Curious Village. Of course, I'm referring to the first half of the game only.


Hm, thank you, that sheds a little more light on the issue.

As far as the story-based puzzles, couldn't the puzzles be based on some aspect of the food that makes the puzzle unique (something local like sushi or something) or related to yen in particular, or some other cultural stuff? You say you've been through half the game (or at least read about it) so you definitely have a different view from mine. Or something with how payment is done in Japan, or with trains -- something particular to the Japanese train experience that makes it different from the American one? These are all shots in the dark, I'm just trying to rationalize it. But you may be right -- maybe there's nothing particular about the puzzles that would make them difficult to bring over, but then it makes me wonder what Kohler was going on about?
 
Interesting theories, and they're probably correct. They seem logical. We'll have a new Layton this year in the U.S. though. Just be patient :)
 
It could also just be that Level-5 is incredibly busy working on their 472 other projects (including the new Layton trilogy, the Layton movie, Layton for cell phones, etc. etc.) and don't have enough manpower to devote to overseas versions at the moment. I hope that's not the case, but...it could be.
 
Whatever the reasons, its not like there arent an abundant amount of English language puzzles they can use and then create or tweak ones when necessary to the story. I dont think people would be that bothered if a few of the puzzles didnt perfectly fit the story.

In any event I have full confidence they are bringing the rest over, else they wouldnt have those new commercials with Lisa Kudrow and that other chick playing the game more than a year after it was released if they werent trying to prepare people for more sometime soon.
 
john tv said:
It could also just be that Level-5 is incredibly busy working on their 472 other projects (including the new Layton trilogy, the Layton movie, Layton for cell phones, etc. etc.) and don't have enough manpower to devote to overseas versions at the moment. I hope that's not the case, but...it could be.
This.

I mentioned it already but Level 5 manpower is just 185. Not only they have many games in the oven but the games they do for other publishers (DQIX, WKC) have taken forever to make. Localizations where they Level 5 input is needed are unsurprisingly taking longer and longer.

From some other thread in the same vein, about european releases:
Kurosaki Ichigo said:
We went from 9 months that took both Dark Cloud-Chronicle games to come here to 17 for DQ8 to 22 freaking months for Rogue Galaxy to 20 for Layton 1.
Guess what do DQ8, Rogue and Layton share. Yes, quite a bit of extra work from Level 5 from their japanese releases. Layton 2 is at 16 months right now...
 
releaseLayton2.png
 
Kurosaki Ichigo said:
This.

I mentioned it already but Level 5 manpower is just 185. Not only they have many games in the oven but the games they do for other publishers (DQIX, WKC) have taken forever to make. Localizations where they Level 5 input is needed are unsurprisingly taking longer and longer.

From some other thread in the same vein, about european releases:

Guess what do DQ8, Rogue and Layton share. Yes, quite a bit of extra work from Level 5 from their japanese releases. Layton 2 is at 16 months right now...
If fan translators can do the work they do, any company not being able to localize a game without the creator's input (they do have the source code regardless) is no excuse.
 
Link1110 said:
If fan translators can do the work they do, any company not being able to localize a game without the creator's input (they do have the source code regardless) is no excuse.

Translation =/= creating new puzzles/art assets etc.
 
It's coming. The game sold more than a million units in Europe and has been released only recently. And it seems as if the game becomes successful in the US too (due to new adverts and so on). Have a little patience ;)
 
Link1110 said:
If fan translators can do the work they do, any company not being able to localize a game without the creator's input (they do have the source code regardless) is no excuse.
Okay.

You, make 120 Layton puzzles on the spot right now. And make sure they're A) logical, B) don't step on puzzles that may be copyrighted and you don't have the right to, and C) have art and writing consistent with the actual game you yourself did not make.

You know what, you're right, you're just a fan and not a professional. Make it 60.
 
ShockingAlberto said:
Okay.

You, make 120 Layton puzzles on the spot right now. And make sure they're A) logical, B) don't step on puzzles that may be copyrighted and you don't have the right to, and C) have art and writing consistent with the actual game you yourself did not make.

You know what, you're right, you're just a fan and not a professional. Make it 60.
The post I was referring to didn't mention the new puzzles. If they wanted to, they could even just say "Look, we took some of Layton 2's puzzles... Let's skip that one. Now, we'll use the usable puzzles in Layton 2 to replace the unusable ones in Layton 3." Not ideal, but if they had to, they could do that.

Either that or license those Mind Gymnastics books and get any usable puzzles from there that they could replace the unusable ones with.

I did get to see about the first hour of Layton 2, and I didn't see anything that couldn't simply be translated, so I assume those types aren't the majority.
 
This is a very very lengthy OP that basically boils down to this:

Layton 1's puzzles were completely disconnected from the narrative. Layton 2 and 3's aren't - they play more directly into the plot. With so many of the puzzles relying on Japanese culture and language, this creates a problem for the sequels that the original didn't have. The unworkable puzzles in Layton 1 could be swapped out. In the sequel, they can't.

...so there you go!

As for Modojo's review (not Madojo, FYI ;)), I can vouch for it's accuracy.
 
Link1110 said:
The post I was referring to didn't mention the new puzzles.
It does, you just decided to ignore it and post something irrelevant instead.
Kurosaki Ichigo said:
Guess what do DQ8, Rogue and Layton share. Yes, quite a bit of extra work from Level 5 from their japanese releases.
Yeah, I'm sure fans can do just what they did to those games.
 
Good summary.

Nothing in the UK suggests that a sequel is anywhere on the horizon. Christmas would be the logical choice, seems a stretch though.


Reading the above i did wonder what would happen if they packaged the 2nd and third games together. You'd have less puzzles than in JP, but it'd increase cart size and possibly be a double box to show that it was worth the £40 it'd probably be (people paid that for PL1 anyway at some points!). If the puzzles that were story critical were replaced with non story critical ones from background characters it'd change the tone of the game making it far more story and less puzzles (maybe half of PL1) but it'd ensure that we got them and they would be able to strike while the first game is still fresh.


Or they could give us Inazuma instead :D
 
GDJustin said:
This is a very very lengthy OP that basically boils down to this:

Layton 1's puzzles were completely disconnected from the narrative. Layton 2 and 3's aren't - they play more directly into the plot. With so many of the puzzles relying on Japanese culture and language, this creates a problem for the sequels that the original didn't have. The unworkable puzzles in Layton 1 could be swapped out. In the sequel, they can't.

...so there you go!

As for Modojo's review (not Madojo, FYI ;)), I can vouch for it's accuracy.


Well, there is some other stuff in the OP, including stuff about how they took puzzles from Layton 2 and put them in Layton 1, which would also contribute to a Layton 2 translation delay. I don't think it's just the narrative angle, but I did argue it contributes to it. But yeah -- it was maybe unnecessarily long. I just stated the simpler version before and got asked for verification/sources etc., so I figured I'd make this post with everything I knew. I do appreciate the attempt at summary though :)


And yeah, I spelled Modojo correctly in the first instance, then incorrectly in the second :lol
 
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