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Videogame lawyer says it's become 'just boilerplate' this year to include no-AI clauses in contracts: 'It's not worth the legal liability'
There's a problem with new technologies, in that cutting-edge technology develops quickly -- in the span of years. Meanwhile, us human beings with our wet flesh bodies and our complicated bureaucracies and legal systems are glacially slow. You can see this playing out with generative AI. For a few
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Echoing Palworld dev, video game lawyer says all her clients have anti-AI contracts because gamers hate it and it's a copyright landmine: "I think we're going to see lawsuits"
Video game lawyer Haley MacLean has seen such a sharp rise in anti-AI wording in the game dev and publisher contracts she reviews that virtually "all" of her clients now explicitly oppose the tech. Speaking with GamesRadar+, MacLean, a corporate IP lawyer and head of video game practice at Voyer
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Anti-generative AI clauses in contracts have surged from rare to standard practice in gaming over the past year. Videogame lawyer Haley MacLean says publishers now routinely ban AI use to avoid legal liability and community backlash, as copyright infringement risks and ownership disputes create a legal minefield for developers.
Anti-generative AI clauses in contracts have transformed from occasional additions to standard boilerplate across the gaming industry within just one year. Haley MacLean, a corporate IP lawyer and head of videogame practice at Voyer Law, reports that virtually all her clients now include explicit bans on AI in gaming contracts.
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MacLean, who primarily works with indie to AA studios on publishing agreements, observed the shift accelerated dramatically in the past year. Two to three years ago, only risk-averse publishers included such protections. Now even smaller, simpler publishing studios routinely insert these clauses to cover themselves. The videogame lawyer states she would actively push for no-AI clauses if she encountered a contract without one, particularly when publishers create assets for marketing, porting, or QA.
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Source: PC Gamer
The legal ambiguity surrounding AI-generated content creates what MacLean describes as a copyright landmine. Her advice to studios remains unequivocal: don't touch it because legal liability outweighs potential benefits.
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The copyright infringement risks cut both ways. Games using AI-generated assets could face accusations if generated content links back to copyrighted material scraped without permission. Neverness to Everness demonstrated this risk when developer Hotta Studio admitted AI use and rushed to remove generated assets after credible accusations emerged that the game copied a popular anime film promo shot-for-shot through AI scraping.
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Beyond infringement concerns, ownership disputes present another layer of ethical challenges. If developers use generative AI to create assets, they may legally struggle to claim ownership over those creations. MacLean argues that untransformed AI assets could be legally used by anyone without consequence.
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Using Tomb Raider: Legacy of Atlantis as an example, MacLean explained that if an outdoor level contained AI-generated trees without significant human transformation, other developers could legally extract and use those same trees. The original developers couldn't claim ownership because they didn't invest the creative labor to transform AI output into original assets. This creates a paradox where companies must retain artists to transform AI-generated content, undermining the cost-saving promise that drove AI adoption.
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Source: GamesRadar
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Public opposition amplifies the legal concerns. Many of MacLean's clients approach contract discussions from a community perspective, stating they avoid AI in gaming because their audience would reject it. Palworld communications lead John Buckley captured this sentiment succinctly: gamers don't want it.
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Data supports this gamer backlash. Analysis from June revealed that AI disclosures reduced game reviews by 53% while making remaining reviews more negative overall. This business impact particularly affects Western markets and the United States, where multiple states have fought with AI companies over environmental resources and zoning throughout the year.
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MacLean observes confusion even among major corporations. Watching Unreal Engine 6 tutorials, she noted how presenters would demonstrate AI tools while cautiously suggesting users should transform generated assets, knowing full well most users won't follow that advice. This creates what she describes as a snake-eating-its-tail situation.
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Companies pursuing AI adoption to reduce headcount and cut costs must still employ artists to meaningfully transform AI output for legal protection. Fewer remaining artists who resent layoffs of colleagues increase the likelihood of sloppy implementation, potentially triggering lawsuits or lost sales from consumer backlash. The savings from eliminating salaries may prove negligible compared to potential legal costs and revenue losses.
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MacLean predicts the industry will see lawsuits emerge as major companies cutting corners get sloppy with AI implementation. Future AI regulations could create retroactive legal havoc for games released today, making current anti-generative AI clauses in contracts a defensive necessity rather than optional protection.
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