At the Game Developers Conference (GDC) last month, we had the opportunity to sit down with John "Bucky" Buckley, the communications director and publishing manager for Palworld developer Pocketpair. This conversation followed his insightful talk titled "Community Management Summit: A Palworld Roller Coaster: Surviving the Drop," where Buckley delved into the challenges Palworld faced, including accusations of using generative AI and copying Pokémon models—claims that Pocketpair has since debunked and the accuser retracted. He also touched on Nintendo's unexpected patent infringement lawsuit against the studio, which caught them off guard.
Given the depth of our discussion on Pocketpair's community struggles and successes, we've decided to share the full extended interview. For those interested in shorter summaries, you can find Buckley's thoughts on the possibility of Palworld coming to the Nintendo Switch 2, the studio's reaction to being called "Pokemon with guns," and whether Pocketpair might ever be acquired at the provided links.
This interview has been lightly edited for clarity:
IGN: Let's start with the unavoidable question about the lawsuit you mentioned in your GDC talk. Has it impacted Pocketpair's ability to update and move forward with the game?
John Buckley: The lawsuit hasn't hindered our ability to update the game or progress with development. However, it's a constant concern that affects our team's morale. It's something that's always on our minds, but it doesn't directly affect our work on the game. It's more about the emotional toll and the necessity of legal involvement, which is handled by the top executives.
IGN: In your talk, you seemed to dislike the "Pokemon with guns" label. Why is that?
Buckley: Many assume that "Pokemon with guns" was our goal from the start, but that's not the case. Our aim was to create a game similar to ARK: Survival Evolved, with more automation and unique creature personalities. The "Pokemon with guns" label emerged after our first trailer, and while it's catchy, it doesn't accurately represent what Palworld is about. We wanted to build something more akin to ARK, but with a distinct twist.
IGN: You mentioned not understanding why Palworld became so popular. Do you think the "Pokemon with guns" label played a role?
Buckley: Absolutely, that label definitely fueled interest. But it's frustrating when people assume that's all the game is without giving it a try. We'd prefer players to experience the game for themselves before labeling it.
IGN: How would you describe Palworld if you could choose your own moniker?
Buckley: I might call it "Palworld: It's kind of like ARK if ARK met Factorio and Happy Tree Friends." It's a bit of a mouthful, but it captures the essence better.
IGN: You also discussed the criticism that Palworld was AI-generated. How did that affect the team internally?
Buckley: It was incredibly challenging. The accusations were baseless, yet they deeply affected our artists, especially our Pal concept artists who have been with us from the start. It's hard to refute such claims effectively, especially when our team prefers to stay out of the public eye. We released an art book to combat these rumors, but it didn't fully resolve the issue.
IGN: With the ongoing industry debate about generative AI, how do you address the skepticism around AI art?
Buckley: The skepticism often stems from misinterpretations of our CEO's comments and our involvement in a party game called AI: Art Imposter. These were taken out of context, leading to false assumptions about our stance on AI. We're trying to clarify these misconceptions, but it's an uphill battle.
IGN: What's your take on the state of online gaming communities and the role of social media?
Buckley: Social media is crucial for us, especially in Asian markets where it's a primary communication channel. However, online communities can be intense, with emotions running high. We understand the frustration when bugs occur, but the death threats and extreme reactions are unnecessary. We're as invested in the game as our players are, and we're always working to improve it.
IGN: Do you feel social media is getting worse?
Buckley: There's a trend of people deliberately taking opposing views for attention. Fortunately, Palworld has mostly avoided these broader social and political debates, focusing more on gameplay-related feedback.
IGN: You mentioned that most of the negative feedback came from the Western audience. Why do you think that is?
Buckley: It's a mystery to us too. In Japan, opinions about us are split, but we're more divisive overseas. Perhaps it's because we target international markets with a Japanese flair, or maybe it's just the nature of the gaming community at that time.
Palworld Screens
17 Images
IGN: Palworld's success was unexpected. Has it changed how the studio operates?
Buckley: It's changed our future plans but not our studio's core culture. We're hiring more developers and artists to speed up development, but we're still a relatively small team at 70 people. Our CEO wants to keep it that way.
IGN: Do you anticipate supporting Palworld for a long time?
Buckley: Absolutely, Palworld isn't going anywhere. We're exploring how it can evolve, but we also want to continue developing other projects like Craftopia.
IGN: There's been some confusion about your partnership. Can you clarify?
Buckley: There's a misconception that we're owned by Sony, which isn't true. We're working with Aniplex and Sony Music on Palworld as an IP, but we're not owned by them.
IGN: Would Pocketpair ever consider being acquired?
Buckley: Our CEO is very against it. He values independence and doesn't want to be dictated to. I doubt it would happen in my lifetime.
IGN: Do you see Pokémon as a competitor?
Buckley: Not really. The audiences and game systems are quite different. We focus more on other survival games like Nightingale and Enshrouded. Competition in gaming often feels manufactured for marketing purposes.
IGN: Would you consider releasing Palworld on the Nintendo Switch?
Buckley: It's a beefy game, but if the Switch 2's specs allow it, we'd definitely consider it. We've done a lot of optimization work for the Steam Deck, so we're open to more handheld platforms.
IGN: What's your message to those who misunderstand Palworld without having played it?
Buckley: I encourage them to give it a try. We're considering a demo to help people understand the game better. Palworld is far from the negative image some have of it, and we're a dedicated team trying to create something unique and enjoyable.
IGN: Last year was a big year for gaming. How do you reflect on that?
Buckley: It was an extraordinary year with many successful games. Emotions were high, and the industry saw some incredible achievements. We're proud to have been part of it.