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Japanese game devs face font dilemma as license increases from $380 to $20k

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21–30 of 213 posts

Re: Japanese game devs face font dilemma as license increases from $380 to $20k

#21
post #6

Are there no fonts that are open for anyone to use, like what does a Linux distribution ship? Surely those can render Japanese characters? Maybe it's because it's a dumb question but the article doesn't really set the stage for me why it's an issue that 1 font licensing company raised its prices. I guess they must have a monopoly or else this change isn't commercially viable (the article just says "one of the country…

Yep: https://en.wikipedia.org/wiki/Monotype_Imaging#Consolidation... Fontworks’ team, type inventory, IP, technology, and services will join global type specialist Monotype–Monotype’s first acquisition in Japan. https://www.monotype.com/company/press-release/fontworks-pla...

Additional anecdote about Monotype pricing policies:

https://old.reddit.com/r/graphic_design/comments/1jqqlm6/mon...

Re: Japanese game devs face font dilemma as license increases from $380 to $20k

#22
post #6

Are there no fonts that are open for anyone to use, like what does a Linux distribution ship? Surely those can render Japanese characters? Maybe it's because it's a dumb question but the article doesn't really set the stage for me why it's an issue that 1 font licensing company raised its prices. I guess they must have a monopoly or else this change isn't commercially viable (the article just says "one of the country…

There are quite a few open source or royalty free Japanese fonts (Google Fonts has 50[1]).

But, as everyone else has mentioned, font usage in games (and most creative visual works) is more particular than just the bare minimum of "does it actually render the glyphs". Imagine if all text in your favourite game was all Times New Roman, it would make the game worse.

[1]: https://fonts.google.com/?lang=ja_Jpan

Re: Japanese game devs face font dilemma as license increases from $380 to $20k

#23

The bigger issue here isn't the pricing, it's the 25,000 max users added to the licenses, which means that anyone who can genuinely afford these fonts isn't actually allowed to use them. Edit: This paragraph was incorrect: The fonts affected apparently include ones like the main Japanese language font used by the game Genshin Impact, which has 2.8 million daily users worldwide (no idea of the Japanese user count spec…

Genshin is produced by a Chinese company, MiHoYo. And I think Monotype will have a much harder time trying to strongarm a PRC-based company if they decide to try this there.

Re: Japanese game devs face font dilemma as license increases from $380 to $20k

#25
post #6

Are there no fonts that are open for anyone to use, like what does a Linux distribution ship? Surely those can render Japanese characters? Maybe it's because it's a dumb question but the article doesn't really set the stage for me why it's an issue that 1 font licensing company raised its prices. I guess they must have a monopoly or else this change isn't commercially viable (the article just says "one of the country…

The license before was attractive before. I guess they will be switching. Maybe also to free fonts. From the article: >UI/UX designer Yamanaka stressed that this would be particularly problematic for live service games; even if studios moved quickly and switched to fonts available through an alternate licensee, they will have to re-test, re-validate, and re-QA check content already live and in active use.

It is that existing annually paid licences are converted. The extra work for existing titles is the problem. And:

> The crisis could even eventually force some Japanese studios to rebrand entirely if their corporate identity is tied to a commercial font they can no longer afford to license.

Re: Japanese game devs face font dilemma as license increases from $380 to $20k

#26
post #6

Are there no fonts that are open for anyone to use, like what does a Linux distribution ship? Surely those can render Japanese characters? Maybe it's because it's a dumb question but the article doesn't really set the stage for me why it's an issue that 1 font licensing company raised its prices. I guess they must have a monopoly or else this change isn't commercially viable (the article just says "one of the country…

I know Noto Sans can render just about everything, and has a permissive license: https://fonts.google.com/noto I am not sure if it's possible to parameterize it to have the look that game developers wanted.

A font like Noto Sans which is cold and nice for a text document isn't quite what game developers are looking for. A good font is one aspect of building atmosphere in a game, and a sterile font is detrimental to that.

Re: Japanese game devs face font dilemma as license increases from $380 to $20k

#27
post #20

Earlier quoted context omitted.

> What do I feel like custom font generation is one thing AI could be really good at Probably because you're wrong. Anybody can make a font, making a good font is a highly under appreciated art form.

Have you seen the output of LLMs lately? It's not perfect, but I bet that with enough refinements they can create "art" just as well.

What a bereft way to produce beauty. "This grey slop is good enough, isn't it?" Christ, people, let's be human again.

Re: Japanese game devs face font dilemma as license increases from $380 to $20k

#28
post #20

Earlier quoted context omitted.

> What do I feel like custom font generation is one thing AI could be really good at Probably because you're wrong. Anybody can make a font, making a good font is a highly under appreciated art form.

Have you seen the output of LLMs lately? It's not perfect, but I bet that with enough refinements they can create "art" just as well.

The latest Nano Banana is pretty good, but it's not perfect yet. And many font use cases demand perfect.

Maybe the next major update will be able to do it.

Re: Japanese game devs face font dilemma as license increases from $380 to $20k

#29
post #9
post #6

Are there no fonts that are open for anyone to use, like what does a Linux distribution ship? Surely those can render Japanese characters? Maybe it's because it's a dumb question but the article doesn't really set the stage for me why it's an issue that 1 font licensing company raised its prices. I guess they must have a monopoly or else this change isn't commercially viable (the article just says "one of the country…

When you're making a work of art (such as a game) you don't just want any old font, you want one that serves a particular aesthetic purpose. If you've picked a typeface, and designed other UI elements that look good in conjunction with it, but suddenly that typeface becomes unaffordable, then you have to do some work to find an alternative that's still acceptable. In particular, game UI tends to be designed around th…

Sure but spacing shouldn't matter for multilingual games as you already make it dynamic for the local lang, aka why speed runners use certain locals. also some games that pack their own font let you throw a font file in the local path of the game to override the packaged font.

Re: Japanese game devs face font dilemma as license increases from $380 to $20k

#30

The bigger issue here isn't the pricing, it's the 25,000 max users added to the licenses, which means that anyone who can genuinely afford these fonts isn't actually allowed to use them. Edit: This paragraph was incorrect: The fonts affected apparently include ones like the main Japanese language font used by the game Genshin Impact, which has 2.8 million daily users worldwide (no idea of the Japanese user count spec…

Genshin's UI font is produced by Hanyi, not Monotype.

https://www.hanyi.com.cn/adminlte/ueditor/image/20230906/169...

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