Hello, Amon_Re. Well, while working frantically on other tasks not related to this hobby, I've been thinking about the question you raised. It seems that everyone has just about covered the waterfront.
From my perspective, how we choose our projects has mainly to do with what different members either started or helped someone else work on years ago. Explanations for our releases are the same as the reasons why we haven't finished many of the games on our list. We need three finely-coordinated elements to complete a project: coding, translation, and production. Diminish any one of these categories, and our efforts will fall short of the goal - a releasable patch that most players will enjoy.
Although we have been blessed with translators in recent years, a major factor that limits our productivity is the small size of our core group. For example, if tomorrow, translators handed us five scripts for RPGs on five different consoles, and five hackers outside our core group coded fully functional insertion systems and made them available to us, we would not have adequate personnel to finish the production of those five games in short order. Reverse engineering is a painstaking process that does not very often shoot straight back to the roots, then move forward steadily. With many projects, it's three steps forward and two steps back, infinitum! That, along with the loss of key team members or long periods of inactivity, is why some of our works have required up to a decade to complete - that, and sometimes the tedious nature of learning curves thrown in.
As Red Soul pointed out, what has contributed to much of our success is the tight-knit disposition of our six core members who usually pull together to surge toward completion of a late-stage patch. Add a few additional team members from outside the core group to specific efforts - people who love a particular game especially and are willing to contribute countless hours helping build the patches, and we all end up in good places, eventually.
Finally, most of us have careers to manage, households to maintain, children to rear, etc. Translating games is just like any other leisure-time activity such fishing, hunting, model airplane building, or the like. We try to budget time and hope something unrelated doesn't pop up and disrupt our plans!
So, never be shy about asking about specific games you would enjoy playing in English. A comment such as, "Gee, xxxx RPG looks like a super game. I wonder if anyone has thought about building a patch for it," will always be well received here and maybe even provide substance for a lively discussion.
|