Video games : Design law evolves towards a simple logic

Design law is evolving towards a simple logic: Recognize the visual experience as the asset it already is.

A video game isn’t just a program.

It’s an interface, animations, a visual universe.
These are the elements that create :

  • the game’s identity,
  • recognition,
  • and public attachment.

The Pokémon & Palworld case is a case in point

What initially aroused criticism was not a technical reproduction.
It was a visual and stylistic proximity.

  • Similar creatures
  • Very similar combat design (capture, throw, mount)

→ comparable overall impression

The reform now makes it possible to secure these elements, provided they are new and distinctive.

In concrete terms, this means :

  • act against a visual copy even if the code is different even if the functionality changes

For this particular case, that’s unlikely to change much.

  • The dispute is still pending before the Japanese courts.
  • For future litigation, however, the impact will be real.

Public debate focused on visual similarities

  • Japanese law responds with technical patents
  • The European reform reduces this gap.

Curious to read our newsletter?

Any projects or questions?
Get in touch.