At the Game Developers Conference (GDC) last month, we had an in-depth conversation with John "Bucky" Buckley, the communications director and publishing manager for Palworld developer Pocketpair. Following his talk titled 'Community Management Summit: A Palworld Roller Coaster: Surviving the Drop,' Buckley shared insights into Palworld's challenges, including the accusations of using generative AI and stealing Pokemon models. These claims have since been debunked and retracted, respectively. Buckley also touched on Nintendo's patent infringement lawsuit against the studio, describing it as a "shock" that was "never considered."
We've covered some highlights of our discussion with Buckley in previous articles, but the depth of his insights into Pocketpair's community struggles and successes prompted us to publish the full interview. For 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 the potential for Pocketpair to be acquired.
This interview has been lightly edited for clarity:IGN: Let's start with the lawsuit you mentioned in your GDC talk. Has it made it harder for Pocketpair to move forward and update the game?
John Buckley: No, it hasn't made it harder to update the game or move forward. It's more of a constant weight on our minds, affecting the company's morale more than anything else. Of course, we've had to hire lawyers, but that's mostly handled at the top levels of the company.
IGN: You seemed to dislike the 'Pokemon with guns' moniker. Why is that?
Buckley: Many think that was our goal from the start, but it wasn't. Our aim was to create a game like ARK: Survival Evolved with more automation and personality in the creatures. We wanted each creature to have unique abilities and traits. When the first trailer came out, the 'Pokemon with guns' label emerged, and while it wasn't what we were aiming for, it's what stuck.
IGN: You mentioned not understanding why Palworld took off. Do you think the 'Pokemon with guns' label played a role?
Buckley: Yes, that label definitely fueled the game's popularity. However, it's frustrating when people assume that's what the game is without playing it. We'd prefer if people gave it a chance first.
IGN: What would have been your preferred moniker for Palworld?
Buckley: Maybe something like "Palworld: It's kind of like ARK if ARK met Factorio and Happy Tree Friends." It's not as catchy, but it's more reflective of our vision.
IGN: How did the accusations of using AI impact your team?
Buckley: It was incredibly upsetting, especially for our artists. The accusations are baseless, but they're hard to counter, particularly since our artists prefer to stay out of the public eye. We released an art book to combat these claims, but it hasn't fully resolved the issue.
IGN: There's a lot of discussion about generative AI in the industry. How do you address the claims?
Buckley: A lot of the arguments against us are based on misinterpretations. Our CEO's comments on AI were taken out of context, and a game we developed called AI: Art Imposter was misunderstood as an endorsement of AI, when it was meant to be a light-hearted party game.
IGN: What's your view on the state of online gaming communities and social media?
Buckley: Social media is crucial for us, especially in our primary markets in Asia. Online communities can be intense, and while we understand emotional reactions, the death threats we receive are hard to handle. We're as invested in the game as our players, and it's painful when things go wrong.
IGN: Do you feel social media is getting worse?
Buckley: There's a trend of people taking contrarian stances for attention, which can be disheartening. Luckily, Palworld hasn't been as affected by this as some other games.
IGN: You mentioned the majority of the negative feedback came from the Western audience. Why do you think that is?
Buckley: It's hard to say. In Japan, opinions about us are divided, and we focus on overseas markets with a Japanese flair, which can be polarizing. The heat from the West has simmered down, but it was intense at first.
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IGN: Palworld's success was unexpected. Has it changed how the studio operates or your future plans?
Buckley: It's changed our future plans, but not the studio itself. We're hiring more developers and artists to speed up development, but our company culture remains the same. Our CEO wants to keep the studio small, even though we've grown to 70 people.
IGN: Do you anticipate supporting Palworld for a long time?
Buckley: Palworld isn't going anywhere. We're not sure what form it will take in the future, but we're committed to it while also working on other projects like Craftopia. Palworld is now both a game and an IP, with different trajectories.
IGN: There was a misunderstanding about a partnership. Can you clarify?
Buckley: We're not owned by Sony, despite what some people think. Our CEO would never allow the studio to be acquired.
IGN: Do you see Pokemon as a competitor?
Buckley: Not really. The audiences and game systems are different. We were more focused on other survival games like Nightingale and Enshrouded when we released.
IGN: Would you ever release Palworld on the Switch?
Buckley: If we could optimize it for the Switch, we would. We're waiting to see the specs for the Switch 2, and we're hopeful if it's powerful enough.
IGN: What's your message for people who misunderstand Palworld without playing it?
Buckley: Play it. We're considering a demo to give people a chance to experience the game. It's not what many think based on the drama. We're a small, dedicated team trying to do well by our players.