The Open Font FAQ Update 6 (current at the time I write this answer) has some good information on this, but nothing definitive. The license mainly describes the intention of using fonts covered by the license in documents or as a basis for creating new fonts. Information about using fonts in software is barely addressed, though there are snippets in the FAQ that can be pieced together to form a cohesive answer.
As I understand, the intention of the Open Font License is to:
- notify that the font is free to use
- ensure the font author is acknowledged for their effort whenever the font is used
- that the font license is acknowledged whenever the font is used
- this is especially applicable when the font is used when creating new fonts; the license must be perpetuated in the new font.
As far as using Open Font License fonts in software (i.e. games in this context), I gather what I feel is the appropriate reasoning below from the FAQ below:
Question 1.4 specifically refers to using the font (original or modified) in a (sellable) game. They define this as "bundling" the font in software, and list several examples of software it applies to.
Question 1.19 talks about the "grey area" of acknowledgement. It clarifies the intent of acknowledgement as being a way to show goodwill; that you have benefitted from the font author's work (but not in a way that means the author has endorsed your game).
Question 1.20 contains the most appropriate information about bundling the font in software. The answer to 1.20 is so on-point that I'm going to quote it here in it's entirety:
If you bundle a font under the OFL with your mobile app you must comply with the terms of the license. At a minimum you must include the copyright statement, the license notice and the license text. A mention of this information in your About box or Changelog, with a link to where the font package is from, is good practice, and the extra space needed to carry these items is very small. You do not, however, need to include the full contents of the font package - only the fonts you use and the copyright and license that apply to them. For example, if you only use the regular weight in your app, you do not need to include the italic and bold versions.
Note that the question specifically targets a "small app for mobile platforms", however given the way Question 1.4 is written I believe it is applicable to all software the bundles the font. As such, if your software (game) contains a font covered by the Open Font License and is distributed on a web/mobile/desktop digital platform (i.e. pretty much anywhere you can distribute your game software, whether you are selling it or not) I believe this question applies to you.
Satisfying the OFL License in a game
Given the above information from the FAQ, I believe that games using fonts covered by the Open Font License must, somewhere in the game that a user can see, provide 3 things for each such font:
- the copyright statement
- the license notice
- the license text
This is your acknowledgement for using the font.
The FAQ recommends using the About box or Changelog, but if you don't have these things in your game you'll have to design somewhere a user can view your acknowledgement(s) of each such font you use, including these 3 things.
- For games on an operating system where the user can view text files you include in your distribution, putting the acknowledgement in one or more text files that will cover the license requirements.
- If the user can only access your running game, you'll need to put your acknowledgements somewhere in the GUI where the user can see it.
Please note that I'm not a lawyer, but in my experience working with licenses in software (which is quite a lot — I've been doing this for decades) if you can show how you've satisfied the license agreement then you're covered. The Open Font License is mainly concerned with ensuring you don't profit directly from the font author's work. If you acknowledge each font with these 3 details from the FAQ where the user can see it then you should legally be covered. When in doubt, show more information.