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
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.
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...https://old.reddit.com/r/graphic_design/comments/1jqqlm6/mon...
I am not sure if it's possible to parameterize it to have the look that game developers wanted.
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.
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.
Now the choice is realistically between Monotype (doesn't really understand the Japanese market) and DynaComware (Taiwan-based, but has previously interacted with Japanese companies). I wonder where their customers will go on short notice? As is mentioned, at least one company switched to DynaComware. SEGA's rhythm games contain both DynaFont (DynaComware) and Fontworks fonts, for example.
Basically, if you're going to raise prices, at least do something about the fact that your core market is heavily relationship dependent and won't take kindly to a sudden rug pull.
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 specifically, but I'm sure it's over 25,000).
deadbabe•53m ago
weikju•49m ago
[0] https://news.ycombinator.com/item?id=46127400
internetter•49m ago
Probably because you're wrong. Anybody can make a font, making a good font is a highly under appreciated art form.
halapro•15m ago
rpearl•47m ago
Even then, I wouldn't want it making a kanji font. Consider 感 and 惑, both of which would be taught before high school.
conception•38m ago
Haiku 3.5 had a one right too. But k2 apparently is very good at html and css.
oefrha•29m ago
Also, generating images and programs are basically orthogonal. AI could generate impeccable photorealistic images of clocks years ago, and they're much more complex than font glyphs (specifically talking about transferring a style to other glyphs; you still need to do the initial design to get something appealing, obviously*).
*Edit: Maybe AI can even handle the initial design now, not sure. What I’m saying is AI-assisted style transfer in CJK fonts is definitely old news and commercially available.
rpearl•15m ago
colechristensen•45m ago
It would be pretty easy to make a font generator using LLMs and visual models.
vunderba•24m ago
raincole•16m ago
The price rising and licensing issue will only do one thing: pushing people to AI. Perhaps they see it as inevitable so they're trying to milk the last batch of customers though.