At the Game Developers Conference (GDC) last month, we had the opportunity to engage in a comprehensive discussion with John “Bucky” Buckley, the communications director and publishing manager for Palworld's developer, Pocketpair. This conversation followed Buckley's insightful presentation at the conference titled 'Community Management Summit: A Palworld Roller Coaster: Surviving the Drop.' During his talk, Buckley candidly addressed various challenges Palworld faced, including accusations of using generative AI (which Pocketpair has since debunked) and claims of copying Pokémon's models for its Pals (a claim later retracted by the accuser). Buckley also briefly touched on Nintendo's patent infringement lawsuit against the studio, describing it as a "shock" that "no one even considered."
While we've covered some highlights of our discussion with Buckley in shorter articles, the depth of his insights into Pocketpair's community struggles and successes warranted publishing the full interview. For those interested in more focused topics, you can find Buckley's thoughts on the potential for Palworld on the Nintendo Switch 2, the studio's response to being dubbed "Pokémon with guns," and whether Pocketpair might consider acquisition at the provided links.
This interview has been lightly edited for clarity:
IGN: I'm going to start with the annoying question I know you can't fully answer. In your GDC talk, you briefly mentioned the lawsuit. Has it made it harder for Pocketpair to update and move forward with the game while it's still pending?
John Buckley: No, it hasn't made it harder to update or move forward with the game. It's more of a constant presence that affects the company's morale. It requires legal attention and resources, but it doesn't directly impact game development. It's more about the emotional toll on the team.
IGN: Let's dive into your talk where you mentioned the 'Pokémon with guns' label. It seemed you weren't thrilled with it. Why is that?
Buckley: Many think that was our goal from the start, but it wasn't. We aimed to create something akin to ARK: Survival Evolved, but with more automation and unique creature personalities. Our previous game, Craftopia, drew inspiration from ARK, and we wanted to expand on that concept. The 'Pokémon with guns' label emerged after our first trailer, and while it's catchy, it doesn't capture the essence of what we intended.
IGN: You mentioned in your talk that you couldn't explain Palworld's success. Was the 'Pokémon with guns' moniker a significant factor?
Buckley: Yes, it definitely played a role. However, we're more concerned about people labeling the game without experiencing it. We'd prefer if players gave it a chance before forming an opinion.
IGN: If you could choose a different moniker, what would it be?
Buckley: Perhaps something like, "Palworld: It's like ARK if it met Factorio and Happy Tree Friends." It's not as catchy, but it's more accurate.
IGN: In your talk, you mentioned the criticism that Palworld was 'AI slop.' How did that impact the team at Pocketpair?
Buckley: It had a massive impact, particularly on our artists. The accusations were baseless and hurtful, especially to our Pal concept artists who have been with us from the start. We tried to counter this by releasing an art book, but it hasn't fully resolved the issue. Our artists, many of whom are female, prefer to remain private, which complicates our efforts to refute these claims.
IGN: There's an industry-wide conversation about generative AI. People think they can spot it, but it's not always clear. What's your take on the accusations against Pocketpair?
Buckley: The accusations stem from a misinterpretation of comments our CEO made years ago and a game called AI: Art Imposter, which was meant to be a fun party game. It's unfortunate how these things were misconstrued.
IGN: What's your view 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 deeply integrated into daily life. Online gaming communities can be intense, and while we understand the emotional responses, the death threats are illogical and hurtful. We're just as invested in the game as the players, if not more so, and we're always working to improve it.
IGN: Do you feel social media is getting worse?
Buckley: There's a trend of people saying the opposite just to get a reaction. Luckily, Palworld has largely avoided political and social controversies, focusing more on game-related feedback.
IGN: You mentioned that the majority of the heat came from the Western audience. Why do you think that is?
Buckley: It's hard to say. In Japan, we're divisive but not to the same extent. Our focus on overseas markets might contribute to this. The death threats were primarily in English, suggesting a cultural difference in how criticism is expressed.
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IGN: Palworld was extremely successful, perhaps unexpectedly so. Has this changed how Pocketpair operates or its future plans?
Buckley: It's changed our future plans but not the studio's core operations. We've expanded our server and development teams to speed up development, but our culture remains largely unchanged. Our CEO prefers to keep the studio small, despite our growth to 70 people.
IGN: You mentioned that the community team didn't grow. Did other parts of the studio expand?
Buckley: Yes, our server and development teams have grown significantly. We're always looking to onboard more developers to speed up development, but the company culture hasn't shifted much.
IGN: Do you anticipate supporting Palworld for a long time?
Buckley: Palworld is definitely here to stay, though in what form, we're not sure yet. We're also continuing to work on other projects like Craftopia and supporting individual initiatives within the company. Palworld has become both a game and an IP, with different trajectories.
IGN: There was a misunderstanding about a partnership. Can you clarify that?
Buckley: Yes, there's a misconception that we're owned by Sony, which isn't true. Aniplex and Sony Music are involved with 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 doesn't want to be told what to do. Maybe in the distant future, but not in my lifetime.
IGN: How do you see Palworld competing with other games like Pokémon?
Buckley: We don't see ourselves as competitors to Pokémon. Our audiences and game systems are different. We're more focused on other survival games like Nightingale and Enshrouded. Competition in games is often manufactured for marketing purposes.
IGN: Would you consider releasing Palworld on the Switch?
Buckley: If we could optimize it for the Switch, we would. For the Switch 2, we're waiting to see the specs. We're happy with our Steam Deck optimization and would love to bring it to more handhelds.
IGN: You mentioned that Palworld is misunderstood by those who haven't played it. What's your message to them?
Buckley: I encourage people to try the game. We're considering a demo to give players a taste of what Palworld really is. It's not what the drama and memes suggest. We're a dedicated team trying to create something unique and enjoyable.
IGN: Last year was a crazy year for games. How do you reflect on that?
Buckley: Last year was exceptional with many successful games like Palworld, Helldivers 2, and Black Myth: Wukong. Emotions ran high, and the gaming community was swept up in the excitement. We're proud to have been part of that.