Palworld Director Clarifies AI Controversy, Online Issues, and Misunderstandings
At the Game Developers Conference (GDC) last month, we had an in-depth conversation with John "Bucky" Buckley, the communications director and publishing manager for Palworld developer Pocketpair. This discussion followed Buckley's talk at the conference, titled 'Community Management Summit: A Palworld Roller Coaster: Surviving the Drop.' During his presentation, Buckley openly discussed several challenges Palworld faced, including accusations of using generative AI and copying Pokémon models for its Pals. These claims have since been debunked by Pocketpair. Buckley also briefly touched on Nintendo's patent infringement lawsuit against the studio, expressing that it was a surprising and unforeseen issue.
Our conversation with Buckley provided valuable insights into Pocketpair's community management and the broader context of their game development journey. While we've covered some highlights in shorter articles, the depth and richness of our discussion merit sharing the full extended interview here. For those interested in specific topics, you can find Buckley's thoughts on the potential for Palworld on the Nintendo Switch 2, the studio's reaction to the "Pokemon with guns" label, and the possibility of Pocketpair being acquired at the provided links.
This interview has been lightly edited for clarity:
IGN: I'm going to start with the tricky question I know 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: No, it hasn't made it harder to update the game or move forward. It's more of a constant presence that affects the morale of the company. We've had to hire lawyers, but that's primarily handled by the top executives. It's the morale that's been affected more than anything else.
IGN: You mentioned the 'Pokemon with guns' moniker in your talk, and it seemed like you weren't fond of it. Why is that?
Buckley: Many think that label was our goal from the start, but that's not true. Our inspiration was more akin to ARK: Survival Evolved, with a focus on automation and unique creature personalities. The 'Pokemon with guns' label came after our first trailer, and while it wasn't our preference, it's what stuck.
IGN: You mentioned not fully understanding Palworld's success. Could the 'Pokemon with guns' label have played a role?
Buckley: Absolutely, that label fueled a lot of interest. However, it frustrates us when people assume that's all the game is without giving it a fair chance.
IGN: How would you have described Palworld if you had the chance?
Buckley: I might have said, "Palworld: It's like ARK if it met Factorio and Happy Tree Friends." It doesn't have the same ring to it, though.
IGN: You discussed the criticism that Palworld used AI-generated art. How did that affect the team internally?
Buckley: It had a massive impact, especially on our artists. The accusations are baseless, yet they're deeply upsetting, particularly for our Pal concept artists. We tried to counter these claims with an art book, but it didn't fully address the issue.
IGN: The industry is discussing generative AI. How do you respond to these accusations?
Buckley: The arguments against us are often based on misinterpretations of our CEO's comments and a game we made called AI: Art Imposter, which was intended as a fun party game. People took it as our endorsement of AI, which wasn't our intention.
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 our primary markets in Asia. Online gaming communities can be intense, and while some criticism is understandable, the death threats we've received are illogical and deeply concerning. We work tirelessly on the game, and these threats are hurtful.
IGN: Do you think social media is getting worse?
Buckley: There's a trend of people saying the opposite just to provoke reactions. Luckily, Palworld has avoided much of this, focusing more on gameplay issues rather than broader political or social debates.
IGN: You noted 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 are split, but we focus on overseas markets with a Japanese flair, which can be divisive. The heat from the West has simmered down, but initially, it was intense.
Palworld Screens
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IGN: Palworld was extremely successful. Has this changed how the studio operates or your future plans?
Buckley: It's changed our future plans, but the studio's core culture remains the same. We're hiring more developers and artists to speed up development, but we're keeping the team size manageable.
IGN: You knew Palworld was a good game, but did you expect it to be this big?
Buckley: A million sales would have been a success for us. Two million would have been incredible. But reaching into the tens of millions was surreal and hard to grasp.
IGN: Do you anticipate supporting Palworld for a long time?
Buckley: Palworld is definitely not going anywhere. We're not sure what form it will take, but it's a priority. We also want to continue working on other projects like Craftopia.
IGN: There's a misconception about a partnership with Sony. Can you clarify that?
Buckley: We're not owned by Sony. That misconception will likely persist, but our CEO would never allow the studio to be acquired.
IGN: Do you see Palworld competing with games like Pokémon?
Buckley: We don't see it as competition. The audiences and gameplay systems are different. We're more focused 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, but we're hopeful if it's powerful enough.
IGN: What's your message for people who misunderstand Palworld?
Buckley: Play the game. A lot of people only know it from the drama. A demo could help, but I think many would be surprised by the actual gameplay. We're not as 'seedy and scummy' as some believe. Our focus on protecting our team might have contributed to this perception, but it's important for their well-being.
IGN: Last year was remarkable for game releases. How do you reflect on that?
Buckley: It was an incredible year with games like Black Myth: Wukong, Helldivers 2, and Palworld achieving unprecedented success. Emotions were high, and it was a unique time for the gaming industry.
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