At the Game Developers Conference (GDC) last month, we had the opportunity to engage in an in-depth conversation with John "Bucky" Buckley, the communications director and publishing manager for Palworld developer Pocketpair. Our discussion followed his insightful presentation at the conference titled 'Community Management Summit: A Palworld Roller Coaster: Surviving the Drop.' During his talk, Buckley openly discussed several challenges faced by Palworld, including allegations of using generative AI (which Pocketpair has thoroughly debunked) and accusations of stealing Pokemon's models for their own Pals (a claim that the original accuser has since retracted). Buckley also touched on Nintendo's patent infringement lawsuit against the studio, describing it as a "shock" that "no one even considered."
While we've already published several shorter articles highlighting key points from our conversation with Buckley, the depth of his insights into Pocketpair's community challenges and successes prompted us to share the full interview here. For those interested in a more concise version, you can find Buckley's thoughts on the potential release of Palworld on the Nintendo Switch 2, the studio's response to the "Pokemon with guns" label, and the possibility of Pocketpair being acquired at the following links.
This interview has been lightly edited for clarity:
IGN: Let's start with the question you can't fully answer. You mentioned the lawsuit briefly in your GDC talk. Has it impacted Pocketpair's ability to update and move forward with the game?
John Buckley: The lawsuit hasn't made it harder to update the game or to progress. It's more of a constant presence that affects everyone's morale. It hasn't hindered development, but it has required legal resources and has had a more emotional impact on the company. Thankfully, it's primarily handled by our top executives.
IGN: I found it interesting that you seemed to dislike the "Pokemon with guns" label during your talk. Why is that?
Buckley: Many assume that label was our goal from the start, but it wasn't. Our vision was more aligned with ARK: Survival Evolved, but with more automation and unique creature personalities. The "Pokemon with guns" label emerged after our first trailer, and while it's not what we wanted, it's what stuck.
IGN: You mentioned in your talk that you couldn't explain why Palworld took off the way it did. Do you think the "Pokemon with guns" label played a role?
Buckley: It certainly fueled the initial hype. But it's frustrating when people assume that's what the game is without playing it. We encourage everyone to give it a try before forming an opinion.
IGN: How would you have described Palworld if you could choose the moniker?
Buckley: Perhaps "Palworld: It's like ARK if it met Factorio and Happy Tree Friends." It's not as catchy, but it's more accurate.
IGN: You also addressed the criticism that Palworld was "AI slop." How did that affect the team internally?
Buckley: It was a significant issue for us, especially for our artists. The accusations were baseless and upsetting, particularly for our Pal concept artists. We've struggled to refute these claims effectively, especially since our team prefers to remain out of the public eye.
IGN: The gaming industry is discussing generative AI and art. How do you respond to those who claim they can spot AI-generated art?
Buckley: Many arguments against us stem from misinterpretations of our CEO's comments and our previous game, AI: Art Imposter. These were misunderstood as endorsements of AI, which they were not. It's been a challenge to correct these misconceptions.
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 the Asian market. However, online communities can be intense, and while we can handle some criticism, death threats are unwarranted and illogical. We're all dedicated to improving the game, and it's disheartening when that's not recognized.
IGN: Do you think social media is trending worse?
Buckley: There's a growing trend of people taking contrary positions for attention, which can skew discussions. Luckily, Palworld has mostly avoided this kind of controversy, focusing more on gameplay issues.
IGN: You mentioned that the majority of the backlash came from the Western audience. Why do you think that was?
Buckley: It's a puzzle for us as well. In Japan, opinions are split, but overseas, we faced more intense reactions, possibly because we target international markets with a Japanese flair. It's calmed down significantly now.
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IGN: Palworld was extremely successful. Has that changed anything at the studio?
Buckley: It has influenced our future plans but not the studio's core culture. We're hiring more developers and artists to speed up development, but our CEO wants to keep the team size manageable.
IGN: You mentioned the community team didn't grow. Did other parts of the studio expand?
Buckley: Yes, our server team has grown, and we're continuously hiring more developers and artists. However, the company culture remains largely unchanged.
IGN: You didn't expect Palworld to be this big, right?
Buckley: Absolutely. A million sales for an indie game is a huge success. Reaching tens of millions is surreal and hard to grasp.
IGN: Will Pocketpair continue supporting Palworld for the long term?
Buckley: Definitely. Palworld isn't going anywhere, though its future form is uncertain. We're also working on other projects like Craftopia and supporting individual initiatives within the company.
IGN: There was a misunderstanding about a partnership. Can you clarify?
Buckley: Yes, many mistakenly think we're owned by Sony, which isn't true. We're working with Aniplex and Sony Music on the Palworld IP, but we're not owned by them.
IGN: Would Pocketpair ever consider being acquired?
Buckley: Our CEO would never allow it. He values independence and doing things his way.
IGN: How do you view the competition with games like Pokemon?
Buckley: We don't see it as competition. Our game systems are different, and our audiences don't overlap much. We focus more on other survival games like Nightingale and Enshrouded.
IGN: Would you consider releasing Palworld on the Nintendo Switch?
Buckley: If we could optimize it for the Switch, we would. We're waiting to see the specs of the Switch 2 before making any decisions.
IGN: What's your message to those who misunderstand Palworld without playing it?
Buckley: I encourage them to try it. We're considering a demo to help people understand the game better. It's not what many assume based on the drama and memes.
IGN: Last year was a big year for games. How do you reflect on that?
Buckley: It was an extraordinary year with many successful games. The high emotions and excitement likely contributed to the intense reactions we experienced.