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Japanese devs face font licensing dilemma as leading provider increases annual plan price from $380 to $20,000+
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G Games shared this topic
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I really don't get this strategy, it sounds like "we'd rather make $0 than $380" to me, unless they're really the only font out there and paying a designer for 6 months still can't get the job done.If even one company opts to keep paying the license, that makes up for over 50 cancellations. They need less than 1/50 of their current licensees to continue paying to break even. It's shitty, but it's basically a company taking themselves out of an entry-level market to extract more money from the types of clients where $20,500 is a rounding error.
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If even one company opts to keep paying the license, that makes up for over 50 cancellations. They need less than 1/50 of their current licensees to continue paying to break even. It's shitty, but it's basically a company taking themselves out of an entry-level market to extract more money from the types of clients where $20,500 is a rounding error.This is what most companies seem to be aiming for these days as well, along with business-to-business sales as opposed to business-to-consumer sales. For a *long* time now, many companies have stopped trying to increase profits by increasing the customer base, but rather are *shrinking* the customer based with intent to make up the difference and then some with increased costs. I did some back of the napkin math on the price increases for Xbox Game Pass the last time around, and the numbers were basically that they could lose about a *third* of their customers for Game Pass and still break even, so as long as they lost less than a third of their customer base, they were still creating more profit than before. They would need to be pushing losing fully half of all subscribers for it to make a negative dent on their profits. This is late stage capitalism. This is rent extraction where they are *indeed* happier to make $0 because their customer base was already so vast that they can afford to have a significant portion of those customers bail and they will *still* make money.
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Yet another reason to use and support open fonts. Idk how many fonts are typically in a game but at $20k a pop, I suspect you could hire your own designer or collaborate with a few other small studios to design a few open game fonts.I think the collab would be more likely. Ideally the government would create public domain fonts for their official languages. If they publish in that language then they should support the font for that language. Funding such an endeavour as a single studio/designer would require making over 6000 characters for the font ( https://en.wikipedia.org/wiki/JIS_X_0208 ). I'm sure modern unicode could do wonders to reduce that number (kanji has ~2,000).
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> 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. Regarding this particular problem, I’m on the side of the gaming industry on every issue except this one. It’s sheer insanity not to own everything involved with your company’s _identity_, ffs. That’s just a monumentally bad decision with obvious, foreseeable risks. I will shed no tears if a big studio has to go through an expensive rebrand because of their own incompetent decision making. That being said, I don’t know anything about Japanese font licensing besides what’s presented in this article. If anyone has important nuance to add, please do!
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If even one company opts to keep paying the license, that makes up for over 50 cancellations. They need less than 1/50 of their current licensees to continue paying to break even. It's shitty, but it's basically a company taking themselves out of an entry-level market to extract more money from the types of clients where $20,500 is a rounding error.Also, there's probably a lot of money to be made in being a font hunter for these companies. You find a company that has infringed on the font holder's rights. You bring that information to them. You get permission to sue on their behalf and then reap the rewards. And most companies will fork out the $20,000 rather than spend $50 or $100,000 on Litigation, and the font rights holder will catch the $20,000 on the year after for free
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Is it Monotype? Yes, it’s Monotype. For those who don’t know, they are an illegal international monopoly that aggressively buys up all competitors for the _purpose_ of extorting users like this. It is their entire business model and they have been allowed to get away with it for over a decade because of how well they’ve hidden themselves.
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I really don't get this strategy, it sounds like "we'd rather make $0 than $380" to me, unless they're really the only font out there and paying a designer for 6 months still can't get the job done.
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If even one company opts to keep paying the license, that makes up for over 50 cancellations. They need less than 1/50 of their current licensees to continue paying to break even. It's shitty, but it's basically a company taking themselves out of an entry-level market to extract more money from the types of clients where $20,500 is a rounding error.
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Fonts cannot be easily removed or replaced. So you pay their extortion or they sue you and get it anyway. They’ve been doing this for a long time. They are the _comic villain_ kind of evil.
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Is it Monotype? Yes, it’s Monotype. For those who don’t know, they are an illegal international monopoly that aggressively buys up all competitors for the _purpose_ of extorting users like this. It is their entire business model and they have been allowed to get away with it for over a decade because of how well they’ve hidden themselves.
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to be fair, anyone using a font for branding that requires an annual subscription, put themselves in that spot.Monotype is functionally an international monopoly. More than Luxottica, but for many of the same reasons. If the small selection of open source fonts don’t do what a company needs, then their only option other than Monotype is to have a font _created_. Monotype owns almost everything font related. Companies, fonts, everything.
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Yet another reason to use and support open fonts. Idk how many fonts are typically in a game but at $20k a pop, I suspect you could hire your own designer or collaborate with a few other small studios to design a few open game fonts.The problem is Japanese has so many characters - typically a font would need 5-6000 glyphs to be usably complete - that it isn't easy to create new fonts. English ASCII is 96 characters, for reference. A designer can crank out a new thematically-appropriate font in a week.
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I'd argue that the ratio needs to be much higher than 1/50 to compensate for the increase in risk. It's a lot easier to lose a handful of customers than hundreds.
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The problem is Japanese has so many characters - typically a font would need 5-6000 glyphs to be usably complete - that it isn't easy to create new fonts. English ASCII is 96 characters, for reference. A designer can crank out a new thematically-appropriate font in a week.They might even need 6-7 thousand glyphs