At the Game Developers Conference (GDC) last month, we had an insightful conversation with John "Bucky" Buckley, communications director and publishing manager for Palworld developer Pocketpair. Following his talk titled 'Community Management Summit: A Palworld Roller Coaster: Surviving the Drop,' Buckley candidly discussed Palworld's challenges, including accusations of using generative AI (which Pocketpair has debunked) and allegations of stealing Pokemon's models (retracted by the original accuser). He also touched on Nintendo's patent infringement lawsuit against the studio, which he described as a "shock" that no one anticipated.
We've covered some highlights from our conversation in shorter pieces, but given the depth of Buckley's insights into Pocketpair's community management, we're sharing the full extended interview here. For those seeking a more concise read, check out our other articles on Buckley's thoughts about Palworld potentially coming to Nintendo Switch 2, the studio's response to being labeled "Pokemon with guns," and the possibility of Pocketpair being acquired.
IGN: Let's start with the lawsuit you mentioned in your GDC talk. Has it made it harder for Pocketpair to update and move forward with the game?
John Buckley: No, it hasn't affected our ability to update the game or move forward. It's more of a constant presence that impacts our morale. We've had to hire lawyers, of course, but that's mainly handled by our top executives. It's the morale aspect that's been the biggest challenge.
IGN: You seemed to dislike the 'Pokemon with guns' moniker. Why?
Buckley: Many think that phrase was our goal from the start, but it wasn't. We aimed 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 wasn't our preference, it's what stuck.
IGN: You mentioned not understanding why Palworld took off. Do you think the 'Pokemon with guns' phrase played a significant role?
Buckley: Absolutely, that phrase did fuel the fire. But what bothers us is when people assume that's all the game is without trying it. We encourage everyone to give it a chance before forming an opinion.
IGN: If you could choose a different moniker, what would it be?
Buckley: Something like, "Palworld: It's kind of like ARK if ARK met Factorio and Happy Tree Friends." It doesn't have the same ring, though.
IGN: You also addressed criticisms about the game being 'AI slop.' How did that affect your team internally?
Buckley: It's been a massive issue. The accusations are baseless and deeply upsetting, especially for our artists. We've tried to counter this by releasing an art book, but it hasn't fully resolved the issue. Our artists, particularly the female artists in Japan, prefer to stay out of the public eye, making it challenging to refute these claims effectively.
IGN: The industry is discussing generative AI and its detection. What's your perspective?
Buckley: Many arguments against us stem from misinterpretations of comments our CEO made years ago and a party game we developed called AI: Art Imposter. People have taken these out of context to claim we endorse AI art, which isn't true.
IGN: What's your view on the state of online gaming communities, given the harassment you've faced?
Buckley: Social media is crucial for us, especially in Asia where it's deeply integrated into daily life. Online communities can be intense, and while we can handle some criticism, death threats are unacceptable and illogical. We're as invested in the game as our players, and we're constantly working to improve it.
IGN: Do you think social media has gotten worse lately?
Buckley: There's a trend where people deliberately take opposing stances for attention. Luckily, Palworld has mostly avoided these controversies, focusing more on gameplay issues.
IGN: You mentioned that the majority of the negative feedback came from the Western audience. Why do you think that is?
Buckley: We're not sure. In Japan, opinions about us are split. We focus on overseas markets with a Japanese flair, and our indie label is sometimes contested. The intense feedback, including death threats, was predominantly in English.
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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 our studio culture. We're hiring more developers and artists to speed up development, but we want to remain relatively small. Our CEO prefers maintaining our indie spirit.
IGN: Did you anticipate this level of success?
Buckley: We knew Palworld was a good game, but reaching millions of sales was surreal. It's hard to grasp the scale of our success.
IGN: Will Pocketpair support Palworld for a long time?
Buckley: Absolutely. Palworld is here to stay, though its future form is uncertain. We're also continuing work on other projects like Craftopia and supporting new initiatives within the company.
IGN: There's a misconception about your partnership with Sony. Can you clarify?
Buckley: We're not owned by Sony. That partnership is often misunderstood. Our CEO would never allow an acquisition; he values independence too much.
IGN: Do you see Pokemon as a competitor, especially given the release timing and fan reactions?
Buckley: We don't see Pokemon as a direct competitor. Our audiences and game systems are different. We focus more on other survival games like Nightingale and Enshrouded. Competition in gaming feels manufactured; it's more about timing than direct rivalry.
IGN: Would you consider releasing Palworld on the Nintendo Switch?
Buckley: If we could optimize it for the Switch, we would. We're also looking at the potential of the Switch 2, but we haven't seen its specs yet.
IGN: What's your message to those who misunderstand Palworld?
Buckley: To those who only know Palworld from the drama, I recommend trying the game. It's not what many assume. We're considering a demo to let people experience it firsthand. We're a dedicated team that values our community, and we're not as 'seedy and scummy' as some might think.
Last year was extraordinary for gaming, with many successful titles like Palworld, Black Myth: Wukong, and Helldivers 2. It was a year that highlighted the industry's dynamism and the high emotions surrounding game releases.