Hayes states that, although licensees' benefits are limited, the licenses reduce reliance on fair use regarding machinima. In turn, this recognition may reduce film festivals' concerns about copyright clearance; in an earlier analogous situation, festivals were concerned about documentary films until best practices for them were developed. According to Hayes, Microsoft and Blizzard helped themselves through their licenses because fan creations provide free publicity and are unlikely to harm sales. If the companies had instead sued for copyright infringement, defendants could have claimed estoppel or implied license because machinima had been unaddressed for a long time. Thus, these licenses secured their issuers' legal rights. Even though other companies, such as Electronic Arts, have encouraged machinima, they have avoided licensing it. Because of the involved legal complexity, they may prefer to under-enforce copyrights. Hayes believes that this legal uncertainty is a suboptimal solution and that, though limited and "idiosyncratic", the Microsoft and Blizzard licenses move towards an ideal video gaming industry standard for handling derivative works.
Kreia understands that all life is connected through the Force, she understands the dangers of wounds in the Force, and she strongly believes the Force has a will of its own, a will that is exploited by some of the other antagonists. This caused her to hate the Force, and she later reveals this is why she sought out the player character; in the player character, Kreia sees the potential death of the Force, as Master Vrook and other members of the Jedi Council also did. Only this did not scare Kreia like it scared the Jedi Council, it aligned with her intentions; to destroy the Force. To turn away from something as powerful as the Force is demonstration of power, force of will in its own right, something she mentions several times throughout the game to the point where it serves as foreshadowing.