In early 2024, Pocketpair's Palworld became a global phenomenon, topping two million concurrent Steam players within days of its January 19 launch, while drawing immediate comparisons to Pokémon for its creature designs and ball-based capture mechanic. The rights holders responded in stages: a public investigation statement from The Pokémon Company in late January, then a patent infringement lawsuit filed by Nintendo and The Pokémon Company in the Tokyo District Court on September 18, 2024, seeking an injunction and roughly ten million yen in damages. The case centers on patents for specific game mechanics, not on the creature art itself. For Chinese developers, the saga reopened a long debate about 借鉴, the normalized practice of borrowing from hits, and the international "copycat" stigma. We trace the split reactions at home, the irony of Palworld's own CEO defending Chinese clones, and the counter-narrative offered by Black Myth Wukong, a globally successful original built on a public-domain classic.
The one line:** Palworld forced China's game industry to confront the 借鉴 habit in public, at the exact moment its own global ambitions made that habit expensive.
**Three arguments, with receipts:**
1. Palworld's familiarity was real, but the legal fight is about mechanics, not the creature art. Pocketpair launched Palworld on January 19, 2024, selling eight million copies in roughly a week and peaking above two million concurrent Steam players [Source: SteamDB and Pocketpair sales disclosures]. Nintendo and The Pokémon Company filed a patent infringement lawsuit in the Tokyo District Court on September 18, 2024, seeking an injunction and about ten million yen in damages [Source: Nintendo Co., Ltd. press release, September 19, 2024]. The three cited patents cover capture-related systems, such as throwing items to interact with characters and displaying catch probability during capture, not the creature likenesses players noticed most [Source: Pocketpair disclosure, November 2024].
2. The Chinese developer community is split because 借鉴 is simultaneously normalized at home and stigmatized abroad. Inside China, borrowing from overseas hits has long been an accepted commercial path, and the word 借鉴 literally means to borrow as a reference and reflect on it, a respectable concept in local creative culture [Source: 21st Century Business Herald, September 2024]. Yet younger studios building global titles resent the "copycat" label, a double standard they note is rarely applied to Western or Japanese games that borrow just as openly [Source: industry commentary, The Paper, January 2024]. Palworld's global, familiar-looking launch reopened that wound rather than healed it.
3. As Chinese games go global, the IP equation is flipping from copying to protecting. The Pokémon Company won a Chinese court ruling against the unauthorized game Pocket Monster: Remake, awarded around 107 million yuan, a signal that domestic courts now punish blatant infringement [Source: 21st Century Business Herald, September 2024]. In the same year, Black Myth Wukong, released August 2024, peaked above 2.4 million concurrent Steam players with roughly 30 percent from outside China, proving an original title rooted in the public-domain novel Journey to the West can compete at the very top tier [Source: SteamDB / Niko Partners analysis].
**Three takeaways:**
* Borrowing is universal in games, but the global market increasingly rewards original identity over recognizable similarity, and the legal cost of crossing the line keeps rising.
* The Palworld case is a patent dispute about systems and methods, still live and unresolved, and we take no stance on whether infringement occurred.
* China's "copycat" reputation fades one genuinely original global hit at a time, with Black Myth Wukong as the current proof and the 借鉴 debate as the industry's unfinished homework.
If you enjoy this podcast, be sure to check out the original Chinese version, 游戏人有态度.