At the Game Developers Conference (GDC) last month, we had the opportunity to sit down with John “Bucky” Buckley, the communications director and publishing manager for Palworld developer Pocketpair. This interview followed Buckley's insightful talk at the conference titled 'Community Management Summit: A Palworld Roller Coaster: Surviving the Drop.' During his presentation, Buckley delved into the challenges faced by Palworld, including accusations of using generative AI (which Pocketpair has since debunked) and claims of stealing Pokemon’s models for its Pals (a claim that has been retracted by the original accuser). Buckley also touched on Nintendo’s patent infringement lawsuit against the studio, describing it as a "shock" that was unforeseen by the team.
Given the depth of Buckley's insights into Pocketpair's community struggles and successes, we've decided to share the full extended interview here. For those interested in specific topics, you can find shorter pieces on Buckley's comments about the potential for Palworld on the Nintendo Switch 2, the studio’s response to the "Pokemon with guns" label, and the likelihood of Pocketpair being acquired.
This interview has been lightly edited for clarity:
IGN: I'm going to start with the tricky question that you can't fully answer. In your GDC talk, you mentioned the lawsuit. 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 affects morale. It requires legal attention, but it hasn't hindered our development process. It's more about the emotional toll on the team.
IGN: I was intrigued by your reaction to the 'Pokemon with guns' label during your talk. Why did you seem to dislike it?
Buckley: Many assume that was our initial goal, but it wasn't. Our aim was 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 caught attention, it doesn't fully represent our vision. We wanted players to experience the game before labeling it.
IGN: You mentioned not understanding why Palworld became so popular. Do you think the 'Pokemon with guns' moniker played a role?
Buckley: Absolutely, it did. It fueled a lot of interest, but it also misrepresented the game. We'd prefer players to try it first and form their own opinions, rather than relying on a catchy but misleading phrase.
IGN: How would you have described Palworld if you could choose your own moniker?
Buckley: I might have called it "Palworld: It's kind of like ARK if ARK met Factorio and Happy Tree Friends." It's a bit of a mouthful, but it captures the essence of what we aimed to create.
IGN: You also addressed the criticism about Palworld being AI-generated. How did that impact the team?
Buckley: It was a massive blow, especially for our artists. The accusations are baseless and hurtful, particularly for our concept artists who've been with us from the start. We've tried to refute these claims, but it's challenging, especially since our artists prefer to stay out of the public eye, particularly given the online environment.
IGN: The gaming industry is having a broader conversation about generative AI. How do you respond to those who claim they can spot AI-generated art?
Buckley: Many arguments against us are based on misunderstandings, particularly around comments our CEO made years ago and a game some team members developed called AI: Art Imposter. These have been misinterpreted as our endorsement of AI art, which is not the case.
IGN: What's your view on the state of online gaming communities? Is social media still beneficial for you?
Buckley: Social media is crucial for us, especially given our focus on Asian markets where it's deeply integrated into daily life. However, online gaming communities can be intense, with emotions running high. We understand the frustration when bugs occur, but we're also deeply affected by the game's issues. Death threats and extreme reactions are particularly hard to handle.
IGN: Do you think social media is trending worse lately?
Buckley: There's a trend where people voice contrary opinions for attention. Fortunately, Palworld has mostly avoided political and social controversies, focusing more on gameplay feedback.
IGN: You mentioned that most of the criticism came from the Western audience. Why do you think that is?
Buckley: We're a bit divisive in Japan, but the overseas market seems to have been more vocal. Maybe it was because we targeted international audiences first with a Japanese flair, which can be polarizing. The criticism has since calmed down.
Palworld Screens
17 Images
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's core culture. We're hiring more developers and artists to speed up development, but we're trying to keep the company small and maintain our indie spirit.
IGN: You knew Palworld was a good game, but did you expect this level of success?
Buckley: A million sales for an indie game is a huge success. When you hit the tens of millions, it becomes surreal. We're still trying to grasp it.
IGN: Do you see Palworld being supported for a long time?
Buckley: Palworld is here to stay, though we're not sure in what form. We want to continue developing other projects, like Craftopia, while maintaining Palworld as both a game and an IP.
IGN: You mentioned a partnership that's often misunderstood. Can you clarify?
Buckley: We're not owned by Sony. Aniplex and Sony Music are steering the IP, while we focus on the game's development.
IGN: Would Pocketpair ever consider being acquired?
Buckley: Our CEO would never allow it. He values independence and doing things his way.
IGN: Do you see Pokemon as a competitor, especially given the timing of your release?
Buckley: We don't see Pokemon as a direct competitor. Our game's systems and audience are different. We were more focused on other survival games like Nightingale and Enshrouded. Competition in gaming often feels manufactured for marketing.
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: It seems Palworld is often misunderstood by those who haven't played it. What's your message to them?
Buckley: I think many who only know Palworld from the drama would be surprised if they played it. We're considering a demo to give people a chance to experience it firsthand. We're not as 'seedy and scummy' as some might think. We're a small, dedicated team trying to create something unique.
IGN: Last year was a big year for gaming. How do you reflect on that?
Buckley: 2024 was an extraordinary year for games, with many hitting unprecedented numbers. Emotions were high, and the success of games like Palworld, Helldivers 2, and Black Myth: Wukong was truly remarkable.