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
Japanese game devs face font dilemma as license increases from $380 to $20k
111–120 of 213 posts
Re: Japanese game devs face font dilemma as license increases from $380 to $20k
#112Earlier quoted context omitted.
Why don't they pay someone to make a very similar looking font? Font design is not protected by copyright, and most fonts are also not protected by design patents as far as I know.
Because there are more than 2000 characters in Japanese, making a font is a huge work.
Re: Japanese game devs face font dilemma as license increases from $380 to $20k
#113Earlier quoted context omitted.
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The fonts seem to have little Unicode coverage (no Greek letters for example), which is one thing that I wouldn’t expect an AI to have a problem with.
Re: Japanese game devs face font dilemma as license increases from $380 to $20k
#114I’ve been working on doing exactly that. Reconstructing clean vector glyphs from old metal-type Japanese books. The quality of those prints is surprisingly high, and they include thousands of kanji in consistent style. With some new technological innovations and a reasonable amount of hard work, you can produce a completely new, fully legal font family without touching any commercial IP.
The method I've devised is proprietary, but I’ll say this: it’s absolutely possible, and the output rivals modern JP fonts.
Given the sudden jump from ~$300/year to ~$20k/year for some devs, I expect more people to go down the “rebuild from PD artifacts” route instead of staying locked to a monopoly.
Re: Japanese game devs face font dilemma as license increases from $380 to $20k
#115Earlier quoted context omitted.
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Re: Japanese game devs face font dilemma as license increases from $380 to $20k
#116Are 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…
Interested in tangent replies to this, even if such fonts are artistically unsuitable for games - are open source fonts OK for Japanese? I understand that Unicode denotes single characters for both Chinese and Japanese (and Korean outside of Hangul?) even though there are differences between how nations write these 'single' characters, so the result is a Unicode font will look like a Chinese font, or a Japanese font,…
- In cases with the Noto project, they've given up long ago on literal singular font in both name and file to cover every languages; they have bunch of variants as different fonts(TC,SC,HK,JP,KR,...), available as both individual files as well as combined files[1].
- In cases with most Latin fonts like Deja Vu - I think this is where bulk of "wrong font" problem comes from. They don't support CJK at all, and operating systems often handle fallback to system defaults for missing characters, but sometimes OS falls back into wrong CJK fonts and cause text mIshmashlnG[2] problems or show bunch of square placeholders(aka tofu). The latter is usually solved by installing Noto fonts, and former by specifying what fonts are to be used for fallbacks(anyhow it's done, it can be OS or game engine dependent).
- There are also bunch of domestically made fonts such as IPA Gothic; they usually only support the targeted one of CJK + ASCII(+ISO-8859-1). Most Japanese-English _bi_ lingual contents take this route, which had lead to curiosity by some as to why Japanese content creators appear to have unique and specific taste for fonts[3] - in fact they're just reusing the font files already in the project folder.
- For creative purposes such as games, FOSS fonts sometimes don't cut it, but that is not unique to the Japanese language.
1: https://cdn-ak.f.st-hatena.com/images/fotolife/s/satob/20231... | https://archive.is/6qeVm
2: https://blog.enjo.life/wp-content/uploads/2022/08/fonts-and-... | https://archive.is/jSQzn
Re: Japanese game devs face font dilemma as license increases from $380 to $20k
#117Earlier quoted context omitted.
I don't think any designer has cared about that in the last 30 years. Perhaps not ever. Arial is popular because people see it and say "good enough!".
Here's my anecdotal, completely unfounded theory. Serif fonts were used in print media for ages but when computers came around sans serif became significantly more popular as no longer was there the legibility concern with dodgy pigment applicators etc. People started to switch to sans serif fonts more and more and would seek out an alternative to the widely defaulted Times New Roman in early days. They'd open the al…
But, designers have cared about things like this for a very long time (ages, as you said.) Arial is joined at the hip with Helvetica, which got a movie[1] because of it's massive cultural impact and it's praise within design circles.
Among professional designers, there were very strong opinions on Helvetica and Arial--almost fever pitch at times. iirc, Arial exists do to the popularity of Helvetica and the background of this goes back to the 1950s. It wasn't just where it was placed in the font selection menu, it was given top billing in that menu deliberately (in Windows.) If you're interested, I think the Wikipedia page for Helvetica (Font)[2] covers it fairly deeply.
That all said, I haven't heard it hotly debated for some time now. The explosion of freely available fonts; popularity of new font families like Open Sans, Noto Sans, etc; and the ability to add custom fonts on the web seems to have slowly killed off the discourse in the last decade or so. I'm not in those design circles as often anymore, though.
Re: Japanese game devs face font dilemma as license increases from $380 to $20k
#118Earlier quoted context omitted.
Google fonts has about 2000 fonts with about 8000 total variations I believe. I pretty much refuse to believe that you can’t find the font you want there. Finding it is the hard part. I saw multiple font discussions today. These are just variations on letters, there was some interesting stuff in the past but it’s over now. There should be no ip left, just remove all protections. The world won’t be worse off.
When I select 'Japanese' on fonts.google.com the number of fonts drops from 1901 families down to 50. Selecting 'Hiragana and Katakana' raises the number to 81. That's still a lot of fonts, but it's not 2000. I guess designing a font for a language with 2100 different characters is probably a hassle.
The ~2000 is the official count taught in schools, but the actually "commonly" used number in literature is around ~3000. And you actually want more than that, because people's names can use weird kanji which are used nowhere else.
On the other hand, the vast majority of kanji are actually composed of a limited set of "subcharacters". For example, picking a completely random one:
徧 ⿰彳扁
The '徧' is composed of '彳' and '扁' arranged in a horizontal pattern. Unicode even has special characters (⿰,⿱,⿶, etc.) to describe these relationships.So this actually makes creating a CJK font somewhat easier, because you can do it semi-algorithmically. You don't have to manually draw however many thousand characters there are, but you draw those "subcharacters" and then compose them together.
Re: Japanese game devs face font dilemma as license increases from $380 to $20k
#119Earlier quoted context omitted.
When I select 'Japanese' on fonts.google.com the number of fonts drops from 1901 families down to 50. Selecting 'Hiragana and Katakana' raises the number to 81. That's still a lot of fonts, but it's not 2000. I guess designing a font for a language with 2100 different characters is probably a hassle.
> I guess designing a font for a language with 2100 different characters is probably a hassle. The ~2000 is the official count taught in schools, but the actually "commonly" used number in literature is around ~3000. And you actually want more than that, because people's names can use weird kanji which are used nowhere else. On the other hand, the vast majority of kanji are actually composed of a limited set of "subc…
Re: Japanese game devs face font dilemma as license increases from $380 to $20k
#120Earlier quoted context omitted.
There’s the unifont, but it’s not really something you’d want to ship in a game. The main focus is apparently on making sure every character is covered, not that it looks nice.
Minecraft ships it I think?