Palworld's Communications Director Addresses AI Controversy and Misunderstandings

May 07,25

During the Game Developers Conference (GDC), we had an in-depth discussion with John "Bucky" Buckley, the communications director and publishing manager for Palworld's developer, Pocketpair. This conversation followed Buckley's insightful talk at the 'Community Management Summit: A Palworld Roller Coaster: Surviving the Drop,' where he openly discussed the challenges Palworld faced, including accusations of using generative AI (which Pocketpair has debunked) and claims of copying Pokémon models (retracted by the original accuser). Buckley also briefly touched on Nintendo's patent infringement lawsuit against the studio, expressing that it was unexpected and had a significant impact on the company's morale.

Given the richness of our discussion, we've decided to share the full interview here. For those interested in specific topics, you can find shorter pieces on Buckley's thoughts about Palworld potentially coming to the Nintendo Switch 2, the studio's reaction to the "Pokémon with guns" label, and the possibility of Pocketpair being acquired.

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IGN: Let's start with the lawsuit mentioned 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 move forward with development. It's more of a constant presence that affects our morale. It hasn't impacted our game development directly, but it's certainly something that hangs over us. The legal aspects are handled by our top executives, and it's primarily affected the company's spirit.

IGN: You mentioned the 'Pokémon with guns' label in your talk, and it seemed you weren't fond of it. Why is that?

Buckley: Many believe that label was our goal from the start, but it wasn't. Our vision was more akin to ARK: Survival Evolved, with added automation and unique creature personalities. We drew inspiration from ARK and our previous game, Craftopia. When the first trailer dropped, the 'Pokémon with guns' moniker emerged, which we weren't thrilled about, but it's what stuck.

IGN: You expressed confusion about Palworld's explosive popularity. Do you think the 'Pokémon with guns' label played a role?

Buckley: It definitely contributed. The label fueled a lot of discussion, but it's frustrating when people believe that's what the game is about without playing it. We'd prefer everyone to give it a fair chance before forming an opinion.

IGN: If you could choose a different moniker for Palworld, what would it be?

Buckley: Perhaps something like "Palworld: It's kind of like ARK if ARK met Factorio and Happy Tree Friends." It might not be as catchy, but it better represents the game's essence.

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IGN: You addressed the criticism of Palworld being AI-generated. How did that affect the team?

Buckley: It was a massive blow, especially for our artists. The accusations were baseless, yet they persist online. Our concept artists, particularly those who have been with us from the start, are deeply affected by this. We tried to counter these claims by releasing an art book, but it didn't fully resolve the issue.

IGN: The industry is grappling with generative AI. How do you respond to accusations that Palworld used AI?

Buckley: The accusations stem from a misinterpreted comment by our CEO and a party game we developed called AI: Art Imposter. The game was intended as a fun social deduction game, not a declaration of our stance on AI. Yet, it's been misconstrued as support for AI art.

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 integral to gaming culture. However, online communities can be intense, and while we understand emotional reactions, death threats are excessive and illogical. We work tirelessly on the game, and these threats are deeply hurtful.

IGN: Do you feel social media is getting worse?

Buckley: There's a trend of people taking contrarian stances for attention. Luckily, Palworld has largely avoided such controversies, receiving mostly feedback about gameplay issues.

IGN: You mentioned the majority of the criticism came from the Western audience. Why do you think that is?

Buckley: We're not sure. In Japan, opinions about us are split, but we focus more on the overseas market. Perhaps it was just easier to target us at the time, but the intensity has decreased.

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IGN: Palworld's success was unexpected. How has it changed Pocketpair?

Buckley: It's influenced our future plans but not the studio's culture. We've expanded our server and development teams to speed up development, but we're keeping the company's size manageable. Our CEO prefers to stay small, and while we're now at 70 people, he doesn't want to exceed that significantly.

IGN: Will Palworld be supported long-term?

Buckley: Absolutely, Palworld isn't going anywhere. Its future form is uncertain, but we're committed to it while also exploring other projects like Craftopia. Palworld has evolved into both a game and an IP, with different trajectories.

IGN: There was confusion about a partnership. Can you clarify?

Buckley: There's a misconception that we're owned by Sony, which isn't true. We're involved with Aniplex and Sony Music for the IP, but Pocketpair remains independent.

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. Perhaps in the distant future, but not in my lifetime.

IGN: How do you see Palworld's competition with games like Pokémon?

Buckley: We don't see much crossover with Pokémon's audience. Our game's systems are different, and we focus more on survival games like Nightingale and Enshrouded. Competition in gaming is often manufactured, and we're more concerned with release timing than direct competition.

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 to determine if it's feasible. We've done well with optimization for the Steam Deck, so we're open to more handheld releases.

IGN: What's your message to those who misunderstand Palworld without playing it?

Buckley: I encourage them to try the game. We're considering a demo to give people a taste of what Palworld really is. It's not what many assume, and we're not the company people think we are. We've worked hard to create a unique experience, and we hope people will give it a chance.

Last year was a remarkable year for gaming, with many successful titles like Palworld, Helldivers 2, and Black Myth: Wukong. Emotions ran high, and we hope to continue making great games while maintaining our integrity and independence.

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