One Rule for Us, Another for Them: Why Western IP Owners Keep Asian Devs on a Short Leash
There's a game that never got made. A small studio in Seoul spent the better part of two years building a side-scrolling action game around a beloved Western cartoon character — tight mechanics, gorgeous hand-drawn animation, a love letter to the source material. They filed the right paperwork, contacted the IP holder, and waited. Then came the cease and desist. No negotiation. No licensing pathway offered. Just a letter that said, in effect: no.
That studio asked us not to name them. They're still making games and don't want the legal headache. But their story isn't unusual. It's practically a genre.
The Licensing Wall Is Real — and It's Not Evenly Applied
When Western developers want to build something inspired by Asian IP, the road isn't always smooth, but it's navigable. Fan games based on Nintendo properties get shut down regularly, sure. But a Western indie studio pitching a licensed product or a spiritual successor to a Japanese franchise? Publishers often come to the table. There are deals. There are handshakes. The conversation happens.
Flip the script, and the dynamic changes fast. East Asian indie developers — particularly those based in South Korea, China, Taiwan, and Southeast Asia — report a consistently colder reception when approaching Western IP holders about licensing deals, even for small-scale, clearly non-commercial or limited-release projects.
"The assumption is that we're going to flood the market with cheap knockoffs," one Taiwanese developer told us over email. "There's no good-faith starting point. The answer is no before we even finish the sentence."
This isn't just a feelings issue. It's structural.
How the Contracts Are Written to Exclude
IP licensing agreements for video games are already labyrinthine. But several developers we spoke to pointed to specific clauses that create particular problems for smaller Asian studios. Geographic revenue reporting requirements, for instance, often demand financial disclosures that small studios simply aren't set up to produce in the format Western legal teams expect. Insurance minimums that make sense for a mid-size American developer are prohibitive for a four-person team in Ho Chi Minh City.
Then there's the question of legal jurisdiction. Many Western IP holders insist that any licensing dispute be litigated in U.S. or U.K. courts under local law. For a developer in Chengdu or Jakarta, that's not a clause — it's a dealbreaker dressed up as boilerplate.
"They write the contracts for partners who already look like them," said one IP attorney who has worked with both Western publishers and Asian indie studios. "It's not always intentional discrimination. But the effect is the same."
The Shutdowns Nobody Covered
In the past three years, at least a dozen notable fan projects built by East Asian developers around Western IP have been quietly killed. We're not talking about slap-dash ROM hacks. We're talking about full game builds — some with trailers, some with early access releases, some with thousands of followers waiting for a launch.
A Hong Kong-based team building a tactical RPG set in a popular American comic book universe got hit with a takedown just weeks before their planned demo release. A Japanese doujin circle working on a visual novel using characters from a Western animated series received a licensing demand letter they couldn't afford to respond to legally. A Vietnamese developer's metroidvania, which used a licensed character under what they believed was a transformative fair use framework, was pulled from itch.io after a single complaint.
None of these shutdowns made headlines in Western gaming press. They barely registered.
Compare and Contrast: The Other Direction
Meanwhile, Western studios have built entire businesses on the backs of Asian IP. The number of American-developed games using licensed anime, manga, and game characters from Japanese publishers runs into the hundreds. Some of those deals were hard-won. But many went through because Japanese publishers, particularly in the anime space, have historically been more willing to license widely in pursuit of global reach.
Chinese publisher licensing has grown more complex in recent years, but Korean and Southeast Asian IP holders remain relatively accessible for Western developers seeking partnerships. The asymmetry isn't absolute — but it's consistent enough that developers notice it.
"I've watched American studios get meetings with IP holders I can't even get an email response from," said a South Korean developer who has been trying to license a Western property for three years. "I don't know if it's racism, or just business, or both. Probably both."
What Would Actually Help
Several developers and advocates we spoke to pointed to a few concrete changes that could open the door. Standardized micro-licensing frameworks — similar to what some music publishers have adopted for small-scale covers and remixes — would give indie developers a clear, affordable pathway to use IP without needing a corporate legal team. A few Western IP holders have experimented with fan game portals that offer limited, non-commercial licenses, but these are rare and often restrictive in ways that still exclude developers outside English-speaking markets.
Organizations like the Game Developers Conference have begun hosting conversations about IP access and global equity, but movement at the policy level has been slow.
In the meantime, the studios keep building. Some pivot to original IP after getting burned. Some keep trying. Some just... stop.
The game from that Seoul studio? The developer told us they eventually scrapped the Western license idea entirely and rebuilt the concept around original characters. The game is better for it, they said. But they're still a little bitter about the two years they lost.
Hard to blame them.