Game merchandiseIPCopyrightFan creation

Game Fan Creation Compliance: Risks and Realities of Players Selling Self-Made Games Like “Guzi”

游戏二创合规:玩家自制售游戏“谷子”的风险与现实

January 14, 2026
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Summary

As game IPs grow in influence, fan-made and sold “goods” (game merchandise) have become an important part of fan culture, but they also carry legal risks related to copyright, trademarks, and unfair competition. In principle, selling unlicensed merchandise featuring game characters, names, or logos may constitute infringement. In practice, however, many game companies tolerate small-scale fan sales because official merchandise cannot meet diverse fan demand, fan communities are vital to long-term operations, and aggressive enforcement carries high costs and reputational risks. Some publishers even issue fan creation guidelines or hold doujin events to channel fan creativity into controlled co-creation. The article suggests that fans should follow official policies, avoid large-scale commercialization, clearly label products as non-official, and respect the IP, in order to balance creative passion with legal boundaries.

In today's thriving gaming culture, guzi (game merchandise) has become a vital vessel for players' emotional attachment. Many creative enthusiasts craft their own character badges, postcards, and other merchandise—selling them at fan conventions or sharing them on social media. Yet behind this passion fueled by love lies a significant legal risk: unauthorized commercial production and sales may violate copyright and trademark rights, potentially constituting unfair competition.

Yet in practice, a subtle tacit understanding has emerged between game developers and players: most developers tolerate small-scale, self-produced sales for profit. This stems from the tension between official production capacity and player demand, as well as the balancing act between fan economy ecosystems and commercial interests. How should we interpret this discrepancy? This article explores how to strike a balance between creative passion and legal boundaries through three dimensions: analyzing legal risks, examining industry ecosystems, and offering compliance practice recommendations.

PART 1

Does creating and selling custom game merchandise constitute infringement?

From a purely theoretical risk perspective, unauthorized commercial production and sale of custom game merchandise certainly carries the following legal risks:

1. Copyright Infringement Risk

Core elements such as game character designs and scene layouts typically meet the originality requirements of copyright law. Unauthorized reproduction of character images on merchandise like pins or trading cards may infringe upon distribution rights for game characters.

Even stylized adaptations (e.g., chibi versions) could still constitute substantial similarity and be deemed infringing if key identifying features—such as signature clothing, hairstyles, or facial traits—remain recognizable as the original character.

2. Trademark Infringement Risks

Using official game trademarks in self-made merchandise—such as the game's official logo, marks similar to official trademarks, or the game title—may mislead consumers into believing an association with the official entity, potentially constituting trademark infringement.

3. Unfair Competition Risks

From an unfair competition perspective, the market saturation of player-made merchandise not only encroaches on the market share of officially licensed products but may also tarnish the game IP's reputation due to OOC (Out Of Character) content or poor quality. This risks damaging the brand value meticulously built by the developer over the long term.

PART 2

The Unspoken Understanding Between Developers and Players in Reality

However, in reality, game developers (especially indie and second-tier developers) rarely make a big deal out of or aggressively enforce rights against players who create and sell unofficial merchandise. Delving into the reasons behind this phenomenon can be analyzed from multiple perspectives:

1. Official Merchandise Fails to Meet Player Demand

Official merchandise is often constrained by industrial production processes and brand consistency, leading to issues like limited designs, insufficient production capacity, high prices, and slow updates. This fails to meet players' immediate demand for diverse, personalized items.

Player-made goods, however, can swiftly respond to popular characters and plot points, offering creative designs like chibi versions or couple pairings. This fills the gap left by official releases in niche markets.

2. Balancing Fan Enthusiasm and Reputation Risks

Players of niche and indie games exhibit exceptionally high loyalty to developers and a strong sense of community belonging, serving as vital forces for sustaining game popularity and long-term operations. These games' revenue models heavily rely on players' emotional investment—such as character cultivation and story consumption. Fan-made merchandise, as a key carrier of fan culture, strengthens users' emotional connection to the IP.

Should developers rashly sue players, it could trigger collective resentment and boycotts, potentially escalating into public relations crises.

3. Balancing Litigation Costs

Determining whether player-created sales constitute infringement isn't always straightforward. In some cases, players substantially reinterpret or innovatively fuse game elements, creating works that share connections yet differ significantly from the original. Such scenarios complicate infringement assessments.

If evidence collection proves insufficient during litigation or legal interpretations become contentious, resulting in a lost case, it could instead provoke even more negative public sentiment.

Conversely, most player-created sales activities are small-scale, with monthly revenues typically ranging from a few thousand to tens of thousands of yuan. and many are likely non-profit ventures. Even if a lawsuit is won, the compensation often pales in comparison to the litigation costs incurred (including legal fees, notarization fees, and time investment), making it a drop in the bucket. This reality leads companies to carefully weigh the pros and cons before pursuing legal action, considering factors such as the severity of the fan-made sales activity, whether it genuinely impacts the company's reputation, or causes other serious consequences.

4. Prioritizing Long-Term Benefits and Ecosystem Collaboration

Game developers should focus their primary efforts on core business areas such as continuous game optimization, new content development, and operational maintenance—stimulating in-game player spending (e.g., character gacha draws, skin purchases). In contrast, expending substantial resources to combat player-generated content sales appears counterproductive.

The company fully recognizes the positive role player-generated content plays in spreading awareness of the game. It maintains a tolerant stance toward non-commercial fan art, fan fiction, and other derivative works created by players. The organic dissemination of such content on social media serves as free advertising for the game, generating significant word-of-mouth marketing effects—particularly influential among younger user demographics.

Forward-thinking developers are now embracing “player co-creation” models—where creative players may collaborate on officially endorsed merchandise or contribute ideas for game expansions.

For instance, Idolmaster held a fan art contest that secured copyright while offering winners cash prizes and even employment opportunities, achieving a win-win for player creativity and commercial value. If developers resort to heavy-handed tactics that alienate players, they risk squandering potential collaborative opportunities.

5. The Gray Area of Industry Norms

Within the ACG sphere, non-profit fan works enjoy de facto exemption as an established industry practice. Some games explicitly permit the circulation of non-commercial or small-scale personal fan creations through guidelines like “Fan Creation Policy” documents, while prohibiting large-scale commercial sales. This flexible regulatory approach maintains essential boundaries while preserving ample space for fan culture to flourish.

PART 3

Advice for Players Interested in Creating and Selling Fan-Made Game Content

For players eager to create and sell fan-made game content, here are some recommendations:

1. Strengthen Copyright Awareness and Pursue Legitimate Authorization

Prioritize copyright issues. Players should actively follow official guidelines like the “Fan Creation Agreement” released by game developers to understand the latest official policies on fan works. This is the safest approach, as it fundamentally involves obtaining permission from the rights holders.

The following excerpt is taken from the “Star Rail Fan Creation Guidelines V2.0.” For specific rules, please refer to the original text:

"(1) Scope of Direct Usage Without Authorization

1. Non-commercial fan merchandise: Refers to original, self-produced merchandise created by individuals or non-commercial teams for non-commercial purposes (e.g., fan exchange), except where otherwise specified in this guideline.

2. Small-scale profit-making fan merchandise: Refers to creations by individual users or teams involving limited physical production, sold through online personal shops or offline conventions, with fewer than 300 units per category (excluding the exact number).

The above two categories of fan merchandise creation fall within the scope of direct creation and distribution without requiring official authorization." (Supplementary Note: Profit-driven bulk production and sales of fan merchandise under the name of companies, studios, or other legal entities—whether online or offline—are strictly prohibited. Examples include: opening Taobao stores under studio/company names; establishing sales points at comic conventions or similar offline venues; or engaging in bulk production of unauthorized merchandise for profit. Such activities will be subject to official enforcement.)

Some developers periodically host fan events, providing authorized creators with official exhibition channels and even integrating them into the official merchandise ecosystem. Participating in the game ecosystem through lawful and compliant means allows creators to unleash their creativity while fostering positive interactions with developers, thereby promoting the healthy development of the fan economy.

2. Non-Profit Priority

If explicit authorization or guidance cannot be obtained, strictly limiting activities to personal non-profit use (self-made for personal use) is more likely to fall within the fair use category of “personal study, research, or appreciation.”

3. Respect IP and Ensure Quality

Prioritize product quality; do not produce shoddy goods solely for profit. While respecting the original work, incorporate personal style or cultural elements—such as designs blending characters with regional culture.

This upholds ethical and community standards, minimizes damage to rights holders' goodwill, and reduces the likelihood of legal action.

4. Honest Labeling and Promotion

When promoting fan-made products, avoid misleading consumers into believing they are official merchandise. Key considerations include:

Clearly labeling the fan-made nature in prominent locations such as product titles and description pages, explicitly stating “fan-made,” “non-official merchandise,” and avoiding sensitive terms like ‘authentic’ or “official collaboration.”

Refrain from using official game logos or names as primary product images or promotional slogans.

Prioritize distribution channels explicitly supportive of fan creation, such as fan conventions.

中文原文

在游戏文化蓬勃发展的当下,谷子(即游戏周边产品)已成为玩家情感寄托的重要载体。不少热爱创作的玩家尝试自制角色徽章、明信片等周边,或在同人展售卖,或于社交平台分享。然而,这份为爱发电的热情背后,却暗藏着不容忽视的法律风险——未经授权的营利性自制售卖行为,可能触碰著作权、商标权的红线,甚至涉及不正当竞争。

但是,现实中游戏厂商与玩家之间却形成了一种微妙的默契:多数厂商对小规模营利性自制售行为保持宽容,这背后既涉及官方产能与玩家需求的矛盾,也关乎粉丝经济生态与商业利益的权衡。究竟该如何看待这种反差?本文将从法律风险解析、行业生态透视、合规实践建议三个维度,探讨如何在创作热情与法律边界间找到平衡。

PART 1

自制售游戏谷子,会构成侵权吗?

仅从理论风险角度来说,法律上未经授权营利性自制售游戏谷子当然存在以下风险:

1.著作权侵权风险

游戏角色形象、场景设计等核心元素通常具备著作权法要求的独创性。倘若未经授权,私自将人物形象印制在徽章、小卡等周边商品上售卖,将可能侵害对游戏人物形象的发行权等。

即便对形象进行Q版化改造,若关键特征如标志性服饰、发型、面部特征仍可识别原作角色,仍可能构成实质性相似,进而被认定为侵权。

2.商标权侵权风险

若自制周边使用游戏官方商标,如游戏官方的logo、与官方商标近似的标识、游戏名称等,让消费者误以为与官方有关联,可能构成对商标权的侵害。

3.不正当竞争风险

从不正当竞争角度考量,玩家自制售的游戏谷子充斥市场,不仅抢夺了官方授权周边产品的市场份额,还可能因OOC(Out Of Character,偏离角色设定)、质量低劣而导致消费者对游戏IP产生负面印象,损害厂商长期构建的品牌价值。

PART 2

现实中厂商和玩家间的默契
但是,现实中游戏厂商(尤其是二游和乙游)多不会刻意对自制售谷子的行为大做文章、大举维权。深入探究这一现象背后的缘由,可从多个维度展开分析:

1.“官谷”无法满足玩家需求

官方周边往往受限于工业化生产流程、品牌调性统一等因素,存在款式单一、产能不足、价格过高、更新速度慢等问题,无法满足玩家对多样化、个性化周边的即时需求。

而玩家自制谷子能够快速响应热门角色、剧情节点,推出Q版、双人CP版等创意设计,填补了官方在细分市场的空白。

2.粉丝热情与舆情风险的考量

二游、乙游玩家对游戏厂商的忠诚度和游戏社区的归属感极高,是维持游戏热度和长期运营的关键力量。这类游戏的盈利模式高度依赖玩家的情感投入,如角色养成、剧情消费等,玩家自制谷子作为粉丝文化的重要载体,能够强化用户对IP的情感联结。

一旦厂商轻易起诉玩家,极有可能引发玩家集体的反感和抵制,甚至引发舆情事故。

3.诉讼成本的权衡

界定玩家自制售行为是否构成侵权并非总是一目了然。某些情况下,玩家对游戏元素进行了较大幅度的重新诠释、融合创新,使得作品与原游戏元素既有联系又有显著区别,此时要判断侵权与否存在难度。

若诉讼过程中证据收集不充分、法律条文解读存在争议,导致败诉结局,反倒惹来更多负面舆情。

反观玩家自制售行为,多数规模较小,月销售额多在数千元至万元区间,很多可能也是以非盈利目的进行,即便胜诉获得的赔偿相较于付出的诉讼成本(包括律师费、公证费、时间成本等),往往也是杯水车薪,这使得厂商在权衡利弊后,对起诉一事较为慎重,会综合考虑该自制售行为情节是否恶劣、是否切实影响公司声誉或造成其他严重后果。

4.着眼于长远利益与生态共建的选择

游戏厂商的主要精力应聚焦于游戏的持续优化、新内容研发、运营维护等核心业务板块,刺激玩家在游戏内消费(如角色抽卡、皮肤购买等)。相较之下,花费大量资源去打击玩家的自制售行为,显得得不偿失。

公司深知,玩家二次创作对游戏传播的积极作用,对玩家非盈利性质的同人绘图、小说创作等二创行为多持宽容态度。这些二创内容在社交媒体上的自发传播,相当于为游戏免费引流,这种自来水式的营销效果,尤其在年轻用户群体中影响力显著。

更具前瞻性的厂商,已将目光投向「玩家共创」模式——富有创造力的玩家未来还可能携手共创官方认可的高品质周边、参与游戏拓展内容的创意策划等。

例如,《偶像梦幻祭》曾举办同人大赛,获取版权的同时,给予优胜者奖金乃至入职机会的许诺,实现了玩家创意与商业价值的双赢。厂商若以强硬手段将其逼至对立面,反而错失潜在的合作良机。

5.行业惯例的默许空间

在ACG领域,同人非盈利豁免已形成行业惯例。部分游戏会通过发布《同人创作指引》类的文件,明确允许非盈利性或个人小规模营利性同人作品的传播,但禁止大规模商业销售。这种柔性监管既维护了底线,又为粉丝文化留足了发展空间。

PART 3

给想要自制售谷子的玩家的建议

对于那些跃跃欲试想要自制售游戏谷子的玩家,提出以下建议:

1.筑牢版权意识,争取合法授权

务必重视版权问题,玩家可积极关注游戏厂商发布的《同人创作公约》等,了解最新的官方同人政策,这是最安全的途径,本质是获得权利人许可。

以下片段引自《星穹铁道同人衍生作品创作指引V2.0》,具体规则请查阅原文:

“(一)可直接使用,无需授权的范围

1. 非营利性同人周边:指由用户个人、非商业团队自发创作,具备原创性并发表的周边,仅用于非商业性质的用途(例如同好交流目的),但本指引另有约定的除外。

2. 小规模营利同人周边:指由用户个人、团队进行创作,进行了一定实体周边制作,并在线上个人店铺、线下展会进行发售,单品类在【300】件以下(不含本数)的。

以上2类同人周边创作行为属于可直接进行创作及发布的范围,无需向官方进行授权。”(补充说明:以公司、工作室或其他法律实体为名义进行批量化同人周边生产销售等盈利行为,无论线上线下,均是不被允许的。举例:以工作室、公司等名义在淘宝开设店铺,或在漫展等线下场所开设销售点,或批量化生产非官方授权周边的盈利行为,将遭到官方打击。)

部分厂商会定期举办同人活动,为获得授权的玩家提供官方展示渠道,甚至纳入正版周边体系;通过合法合规的方式参与游戏生态建设,既能发挥创造力,又能与厂商形成良性互动,推动粉丝经济的健康发展。

2.非盈利优先

如果无法获得明确授权或指引,将活动严格限定在个人非盈利范围(自制自用),更可能符合“个人学习、研究、欣赏”的合理使用范畴。

3.尊重IP,保证质量

注重产品质量,不能仅仅为了追求利润而粗制滥造。在尊重原作的基础上,可以加入个人风格或文化内涵,如将角色与地域文化结合的特色设计。

这不仅关乎道德和社群规范,也减少了对权利人商誉的损害,降低了权利人采取法律行动的可能性。

4.诚信标注和宣传

在宣传推广自制产品时,不能误导消费者认为是官方产品。具体需注意:明确标注自制属性,在商品标题、详情页显著位置注明同人自制、非官方周边,避免使用正版、官方合作等敏感词汇;不使用游戏官方logo、名称作为产品主图或宣传语;优先选择同人展等明确支持同人创作的渠道。

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