Comment by Aachen

Comment by Aachen 7 hours ago

52 replies

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's leading font licensing services"), but even then, there ought to be open options

teraflop 7 hours ago

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 the particular dimensions (metrics) of a font's characters. So a string of text whose size is "just right" in one font might look too big or too small in another, even at the same nominal font size. And this can affect many different pieces of text throughout a game.

  • jjmarr 7 hours ago

    Part of the reason Arial is so dominant is because it's proportioned the same as Helvetica, meaning it can be swapped in to avoid licensing fees without affecting document layout.

    • exmadscientist 6 hours ago

      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!".

      • junon 5 hours ago

        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 alphebetically sorted fonts list and what did they see at the top?

        Arial.

        Keep in mind, when personal computing started out, we didn't have a ton of fonts packaged with the system to start with. Just a handful. Arial has pretty much always been there.

        • atomicfiredoll 2 hours ago

          The general public was often using Times New Roman or whatever their system's default sans serif font was.

          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.

          [1] https://en.wikipedia.org/wiki/Helvetica_(film)

          [2] https://en.wikipedia.org/wiki/Helvetica

      • brailsafe 4 hours ago

        > I don't think any designer has cared about that in the last 30 years. Perhaps not ever.

        Not true at all. For instance, Arial was/is typically used as the fallback font for Windows users visiting a website that relied on system sans-serif fonts, while Helvetica shipped with OSX and would be prioritized for those lucky users.

        Arial would be chosen by Windows users as good enough because they were already locked in a prison of bad design and terrible typeface rendering anyway, and didn't have other sensible options installed by default.

        • eloisant 3 hours ago

          Apple decided to have a font as close as possible to print, at the cost of a more fuzzy render on the low DPI screens of the time.

          Microsoft decided to have a font adapted to computer screens, with characters that match the screen grid better for a crisp result.

          It's not really "bad design and terrible typeface", but different choices with each their pro and cons.

          Of course it's different now with high DPI screens.

  • rjh29 26 minutes ago

    That is true for English games, but the vast majority of Japanese games use the same 3 or 4 fonts. Often they give the user the ability to change it. Or they just write menu systems in English if they want to stylise it.

  • account42 33 minutes ago

    If you are creating a work of art that depends on a continued business relationship with others, especially one without solid contracts that won't let them change pricing on you, then you have no one else to blame but yourself.

  • w-ll 6 hours ago

    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.

  • cbolton 3 hours ago

    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.

    • eloisant 3 hours ago

      Because there are more than 2000 characters in Japanese, making a font is a huge work.

      • djmips 3 hours ago

        Can it be done for $20,000? Or if that's too low then multiple game studios should team up.

cyphar 7 hours ago

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

  • asimovDev 5 hours ago

    I grew up in russia and every localized game always had godawful ugly thin fonts. I would always watch foreign gameplay videos with jealousy cause they had beautiful latin fonts.

    Now it's been years since I played a game in russian (almost a decade at this point I think) and I am so glad I don't have to put up with that anymore. Once in a while I see a screenshot from a cyrillic-using language translated game and probably half of the time the fonts are still bad.

    • eloisant 3 hours ago

      It's the same for some non-Japanese games who don't take the time to think it through, worse case scenario is when they use Chinese fonts.

      Because Japanese and Chinese characters are slightly different, but Unicode decided to unify them under the same codes....

      https://en.wikipedia.org/wiki/CJK_Unified_Ideographs

    • SSLy 3 hours ago

      it's because whatever font stack to directx renderer middleware game engines were using was usually only developed for the latin script, probably the lowest common denominator of no diacritics either.

    • anal_reactor 4 hours ago

      I remember that PES6 was the only PES to get Polish translation. The start screen wouldn't render correctly because the font was missing the glyph Ś.

  • HappMacDonald 5 hours ago

    Alternately, imagine if all text in your favorite game was IP owned by some random third party that could ruin everything one or two years down the line.

    Perhaps it is time for more people to invest in royalty free IP? We are seeing a bit of a tragedy of the commons type of situation going down, right now.

    • Aachen 4 hours ago

      Sounds like one should be able to get a long way if you put down, say, 2 years of the new license fee and then never have to pay again

      I guess the trouble is that game companies can't really band together and pool money to make a good font since the point is to look unique, so this only works for the largest studios. Otoh, at least for now, the smaller ones might stay below the 25k user limit

  • anthk 3 hours ago

    Most typefaces would cover a basic Sans (Helvetica/Liberation Sans) and a Serif font enough for the game to be playable.

riedel 7 hours ago

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.

conradev 7 hours ago

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...
  • michaelbuck 7 hours ago

    Additional anecdote about Monotype pricing policies:

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

    • yuriks 6 hours ago

      And after digging through the comments... Yup it's private equity again. PE buyouts should be considered criminal fraud.

      • sneak 5 hours ago

        Who are they defrauding? Everything being done here is legal. There is no victim.

    • yupyupyups 4 hours ago

      >whoa there, pardner!

      >Your request has been blocked due to a network policy.

      >Try logging in or creating an account here to get back to browsing.

      >If you're running a script or application, please register or sign in with your developer credentials here. Additionally make sure your User-Agent is not empty and is something unique and descriptive and try again. if you're supplying an alternate User-Agent string, try changing back to default as that can sometimes result in a block.

      >You can read Reddit's Terms of Service here.

      >If you think that we've incorrectly blocked you or you would like to discuss easier ways to get the data you want, please file a ticket here.

      >When contacting us, please include your Reddit account along with the following code:

      Reddit is weird these days. I'm not even sure how this is related to fonts.

akdor1154 5 hours ago

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, but not both.

How do the big Unicode OSS fonts like Noto, Deja Vu deal with this?

  • numpad0 2 hours ago

    IMO: quality wise, FOSS fonts are fine(n=1) - it doesn't have to be a proprietary font but do have to be the right ones of CJK.

    - 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

    1: https://www.youtube.com/watch?v=8dwSydGAJsk

  • CorrectHorseBat 4 hours ago

    Every variant is a different font. IMO Han unification is one of the greatest failures of Unicode.

  • thaumasiotes 3 hours ago

    > 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, but not both.

    This is "Han Unification", a terrible idea from early in the development of Unicode. The idea was so bad that the affected glyphs are now also given always-Chinese and always-Japanese Unicode points, making it possible to, for example, compare a Chinese character to a Japanese character in the same document.

    But the fix exists. You can specify that you have no idea what you're trying to write by coding it as U+76F4 (直). Or you can specify a Chinese character by coding U+FAA8 (直). Or you can specify a Japanese one by coding U+2F940 (直). There isn't actually a reason you'd want U+76F4 - it's just a dead, useless unicode point - but we can observe here that my default font doesn't include a glyph for either U+FAA8 or U+2F940 even though U+FAA8 is by definition identical to U+76FA (since this is a Chinese font).

    • charcircuit an hour ago

      >There isn't actually a reason you'd want U+76F4

      The fact that it was the only one that properly rendered for me is an actual reason.

      • thaumasiotes 20 minutes ago

        And just think, that will be true about half the time!

        You don't want U+76F4, you want buggy Asian fonts to be fixed.

Aeolun 7 hours ago

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.

  • martijnvds 6 hours ago

    Minecraft ships it I think?

    • Aachen 4 hours ago

      Minecraft as an example of desirable graphic properties :D

      It sure has its style and I stand by what I've always maintained about gameplay being infinitely more important than polished graphics, but that does sound ironic to my ears!

    • lunar_rover 2 hours ago

      Even in Minecraft it looks bad. Some CJK characters are Serif for some reason.

schainks 6 hours ago

You can't just "swap a font out" without redoing all the work.

Type layout in Japanese in particular has a system of layered, complex rules that include rules that define how to combine Western glyphs with Japanese glyphs and produce visually harmonic work. Swapping a font out due to a cost issue is not workable.

Also, not all pan-asian fonts contain all the glyphs you need to render all the characters you want. A CJK font has tens of thousands of characters, and it wouldn't surprise me if some of these video games will use fonts with particular glyphs that are not always included in other fonts.

Monotype is giving these customers the finger while also ramming a bulldozer in their asses with this change. It's completely unacceptable, painfully rude, and ridiculously tone deaf. In fairness, this is totally on brand for Monotype.

magios 3 hours ago

unifont has cjk support, bitmap fonts work just fine for the integer domain. been using unifont system and app wide for some integer number of years now. i believe the only app that i use that does not have unifont is the game rimworld, but i haven't investigated to see if there's any fix for that. for qt based apps i believe you have to use the environmental variable QT_FONT_DPI=128 or something similar, where the 128 is double the DPI, which may be some bug that i got around that may be fixed now

omoikane 7 hours ago

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.

  • forgotoldacc 7 hours ago

    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.

  • vee-kay 6 hours ago

    [flagged]

    • DaSHacka 5 hours ago

      do not speak unless spoken to, clanker

      If any of us wanted to hear what ChatGPT had to say, we would have prompted it ourselves.