Palworld Director Clarifies AI Controversy, Online Issues, and Misconceptions
At the Game Developers Conference (GDC) last month, we had an in-depth conversation with John "Bucky" Buckley, communications director and publishing manager for Palworld developer Pocketpair. Following his talk at the conference, 'Community Management Summit: A Palworld Roller Coaster: Surviving the Drop,' Buckley shared insights into Palworld's challenges, including accusations of using generative AI and copying Pokemon's models for its Pals. These claims have since been debunked and retracted. Buckley also touched on Nintendo's patent infringement lawsuit against the studio, describing it as a surprising development that no one had anticipated.
Given the richness of our discussion, we've decided to publish the full interview here, while also providing shorter summaries on specific topics such as the potential release of Palworld on the Nintendo Switch 2, the studio's reaction to being labeled "Pokemon with guns," and the possibility of Pocketpair being acquired.
This interview has been lightly edited for clarity:
IGN: Let's start with the lawsuit you mentioned in your GDC talk. Has it impacted your ability to update and move forward with the game?
John Buckley: The lawsuit hasn't directly affected our game updates or development. It's more of a constant presence that weighs on our morale. We've had to engage lawyers, but it's primarily the top management dealing with that. It's the morale aspect that's felt the most.
IGN: You seemed to dislike the 'Pokemon with guns' label. Why is that?
Buckley: We never aimed to be 'Pokemon with guns.' Our vision was more aligned with ARK: Survival Evolved, but with enhanced automation and unique creature personalities. The label emerged after our first trailer, and while it's catchy, it doesn't accurately represent our game's core.
IGN: You mentioned not understanding why Palworld became so popular. Was the 'Pokemon with guns' label a significant factor?
Buckley: Absolutely, it played a big role. However, it's frustrating when people believe that's all the game is about without giving it a try. We'd prefer if people experienced the game before forming an opinion.
IGN: How would you have described Palworld differently?
Buckley: I might have called it 'Palworld: It's like ARK if it met Factorio and Happy Tree Friends.' It's not as catchy, but it's more accurate to our vision.
IGN: You also addressed the criticism that Palworld used AI-generated art. How did this affect your team?
Buckley: It was a huge blow, especially for our artists, particularly the Pal concept artists who have been with us since the beginning. The accusations are baseless, and it's challenging to refute them effectively. We released an art book to counter these claims, but the impact was less than we hoped.
IGN: With the ongoing industry discussion about generative AI, how do you address these concerns?
Buckley: The accusations often stem from misinterpretations of our CEO's past comments and a party game we made. It's frustrating because these don't reflect our stance on AI. We're an open development company where team members choose their projects, which sometimes leads to misunderstandings.
IGN: What's your take on the state of online gaming communities?
Buckley: Social media is crucial for us, especially in Asian markets where it's deeply integrated into daily life. Online gaming communities can be intense, and while we can handle criticism, the death threats are particularly distressing and illogical.
IGN: Do you feel social media is getting worse?
Buckley: There's a trend where people deliberately take opposing views for attention, which can be disheartening. Fortunately, Palworld has mostly avoided such controversies, focusing more on gameplay issues.
IGN: You mentioned that the majority of the criticism came from the Western audience. Why do you think that is?
Buckley: We're not entirely sure. In Japan, opinions are split, but we focus on overseas markets with a Japanese flair, which might contribute to the divide. The intense reactions, including death threats, were predominantly in English.
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IGN: Has Palworld's success changed how Pocketpair operates?
Buckley: It's changed our future plans but not our core operations. We're hiring more developers and artists to speed up development, but our company culture remains unchanged. Our CEO wants to keep the team small, at around 70 people.
IGN: Was Palworld's success unexpected?
Buckley: Absolutely. We knew we had a good game, but the level of success was surreal. When sales reach into the tens of millions, it becomes hard to grasp.
IGN: Will Palworld be supported long-term?
Buckley: Palworld isn't going anywhere. While we don't know its future form, it will continue to evolve. We're also working on other projects, like Craftopia, and supporting individual team initiatives.
IGN: There's a misunderstanding about a partnership with Sony. Can you clarify?
Buckley: We're not owned by Sony. Aniplex and Sony Music are handling the IP side of Palworld, while we focus on the game itself.
IGN: Would Pocketpair ever consider being acquired?
Buckley: Our CEO is very against it. He values independence and doing things his way. I doubt it would happen in my lifetime.
IGN: Do you see Pokemon as a competitor?
Buckley: Not really. The audiences and systems are different. We focus more on survival games like Nightingale and Enshrouded. Competition in gaming feels manufactured, and we're more concerned with timing than direct competition.
IGN: Would you release Palworld on the Nintendo Switch?
Buckley: It's a beefy game, so it's challenging for the current Switch. For the Switch 2, we're waiting to see the specs. We've optimized for Steam Deck, so we're open to more handheld platforms if feasible.
IGN: What message do you have for those who misunderstand Palworld without playing it?
Buckley: I'd encourage them to play it. We're considering a demo to let people experience it firsthand. Palworld is different from the drama and memes surrounding it. We're a dedicated team focused on creating a unique gaming experience.