Whenever possible, save your development and testing teams a lot of work—don't bother to internationalize your application. This is the "one size fits most" approach to mobile development, and it is often possible with games and other simple, graphic-intensive applications. If your application simple enough to work smoothly with internationally recognized graphical icons (such as play, pause, stop, and so on) instead of text labels, or "Sims" language (garbled mumbles that get the point across to speakers of any language) then you may be able to forgo internationalization entirely. However, this works only for a subset of applications. If your application requires a help screen, for example, you're likely going to need at least some localization for your application to work well all over the world.
Some of the pros of this strategy are the following:
► Simplified development and testing
► Smallest application size (only one set of resources)
Some of the cons of this strategy are the following:
► For text- or culture-dependant applications, this approach greatly reduces the value of the application. It is simply too generic.
► This strategy automatically alienates certain audiences and limits your application's potential marketplaces.
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