> Right. But approximately no software does that, because if you don't do it then your software will work fine everywhere other than Japan, and even in Japan it will kind-of-sort-of work to the point that a non-native probably won't notice a problem.
Most games that I know of that target CJK + English (and are either CJK-developed, or have a local publisher based in East Asia) do indeed switch fonts depending on language (and on TC vs. SC).
> I'm not convinced it is. Configuring your software to use the right font on a Unicode system is, as far as I can see, at least as hard as configuring your software to use the right encoding on a non-Unicode system. It just fails less obviously when you don't, particularly outside Japan.
I'm considering 3 scenarios:
1. You are configuring for the Japanese-speaking market. In which case, fix a font, or fonts.
2. You are localizing into multiple languages and care about localization quality. In which case, yes, you need to know that localization in Unicode is more than just replacing content strings, but this is comparable to dealing with multiple encodings.
3. You are localizing into multiple languages and do not care about localization quality, or Japanese is not a localization target. In which case Japanese (user input / replaced strings) in your app / website will appear childish and shoddy, but it is still a better experience than mojibake.
In any case, it seems to me that it is not a worse experience than pre-Unicode. It's just that people who have no experience in localization expect Unicode systems to do things it cannot do by just replacing strings. You indeed frequently run into issues even in European languages if you just think it's a matter of replacing strings.