Honda Kei (本多 慧) discusses bringing Western games to Japan in the early days of the market. He looks back at the behind-the-scenes work involved in adapting and localizing Dungeon Master, Ultima Online, FIFA and other titles for Japan, as well as collaborations with EA Victor, Eidos and Japanese companies.
At a time when bringing overseas games to Japan required more than translation, Honda Kei (本多 慧), who moved from the music industry into games, looks back on how he helped create a market for games in Japan. His story began with the connection between individuals and companies in the Apple II era, followed by the launch of the games business in 1983, when he became head of the PS Production Section.
For the Japanese release of Dungeon Master, he worked closely with the local team on bug prevention and quality control, adapting the game to the Japanese market through negotiations over culturalization and access to the source code. He also emphasizes the importance of translation and localization that reflect the characteristics of the Japanese market, including a proposal for a co-branded product with Lucasfilm.
During his time at EA Victor, he brought titles including Ultima Online and FIFA to Japan and pursued strategies such as the acquisition of Origin Systems. He discusses the management of organizations following the acquisitions of Origin and Maxis, as well as long-term brand strategy.
When Eidos Japan was established, he led the Japanese rollout of Tomb Raider, promoted a review of the localization of Dragon Quest, and pushed forward the development of original titles for Japan. He also looks back on selecting collaboration partners suited to the Japanese market and expanding operations across Asia.
The challenges of localization varied by era and region, and understanding culture and customs, not just language, was essential. Addressing bugs and differences in specifications, as well as adjusting distribution and pricing, to meet Japanese quality standards was the key to success.