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. Following his talk at the conference titled 'Community Management Summit: A Palworld Roller Coaster: Surviving the Drop,' Buckley shared insights into the challenges Palworld faced, including accusations of using generative AI and copying Pokemon's models, which have since been debunked. He also touched on the unexpected patent infringement lawsuit from Nintendo, describing it as a "shock" to the studio.
Given the depth of Buckley's insights into Pocketpair's community struggles and successes, we've decided to publish the full extended interview here. For those interested in shorter summaries, you can find links to Buckley's comments on the potential release of Palworld on the Nintendo Switch 2, the studio's reaction to the "Pokemon with guns" label, and the possibility of Pocketpair being acquired.
This interview has been lightly edited for clarity:
IGN: Let's start with the lawsuit you mentioned 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 company's morale. It hasn't affected development directly, but it's something that everyone is always thinking about. Of course, we've had to hire lawyers, but that's handled by the top management, not the rest of us.
IGN: You mentioned the 'Pokemon with guns' label in your talk. Why did you seem to dislike it?
Buckley: Many people think that was our goal from the start, but it wasn't. Our aim was to create a game similar to ARK: Survival Evolved, with more automation and unique creature personalities. We're big fans of ARK, and our previous game, Craftopia, drew inspiration from it. 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 so quickly. Do you think the 'Pokemon with guns' label played a role?
Buckley: Absolutely, it was a significant factor. It fueled a lot of attention, but it's frustrating when people believe that's what the game is without playing it. We'd prefer if people gave it a chance first.
IGN: How would you have described Palworld if you could choose the moniker?
Buckley: I might have called it "Palworld: It's kind of like ARK if ARK met Factorio and Happy Tree Friends." It's not as catchy, but it's more accurate.
IGN: You also discussed the criticism that Palworld was 'AI slop.' How did that impact the team internally?
Buckley: It was a massive blow, especially for our artists. The accusations are baseless and upsetting, particularly for our Pal concept artists who have been with us from the start. We released an art book to counter these claims, but it hasn't been as effective as we hoped. Our artists, many of whom are female, prefer to stay out of the public eye, which makes it harder to refute these claims.
IGN: The industry is having a broader conversation about generative AI. How do you respond to the accusations?
Buckley: A lot of the arguments against us are hollow. They stem from comments our CEO made years ago and a party game called AI: Art Imposter that some of our team members developed. These were misinterpreted as an 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 the Asian market where it's deeply integrated into daily life. Online gaming communities can be intense, and while we understand the emotional reactions, the death threats we receive are illogical and hurtful. We're just as frustrated by game issues as our players, but we're working hard to fix them.
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 mostly avoided political and social controversies, focusing more on gameplay issues.
IGN: You mentioned that the majority of the heat came from the Western audience. Why do you think that is?
Buckley: We're not sure. In Japan, opinions about us are split, and we focus on overseas markets with a Japanese flair. Maybe it was just easier to target us at the time, but the intensity has decreased significantly.
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IGN: Palworld was extremely successful. Has that changed how the studio operates or your future plans?
Buckley: It's changed our future plans, but not the studio's core operations. We're hiring more developers and artists to speed up development, but our company culture remains the same. Our CEO wants to keep the studio small, despite our growth to 70 people.
IGN: You mentioned the unexpected level of success. How did that feel?
Buckley: A million sales for an indie game is a huge achievement. When you reach 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: Absolutely, Palworld is here to stay. We're not sure what form it will take, but we're committed to it while also working on other projects like Craftopia. Palworld is now split into the game and the IP, with different trajectories.
IGN: There was a misunderstanding about a partnership. Can you clarify?
Buckley: People thought we were owned by Sony, which isn't true. We're involved with Aniplex and Sony Music for the IP, but we're steering the game's development.
IGN: Would Pocketpair ever consider being acquired?
Buckley: Our CEO would never allow it. He values independence and doing his own thing.
IGN: Do you see Pokemon as a competitor?
Buckley: Not really. The audiences and systems are different. We focus more on other survival games like Nightingale and Enshrouded. Competition in games is often manufactured for marketing.
IGN: Would you consider releasing Palworld on the Switch?
Buckley: If we could make it work on the Switch, we would, but it's a beefy game. We're waiting to see the specs of the Switch 2. We've optimized for Steam Deck, so we're open to more handheld releases if possible.
IGN: What's your message for those who misunderstand Palworld without playing it?
Buckley: I think many people misunderstand the game based on news and drama. I'd encourage them to play it. We're considering a demo to give people a taste of what Palworld really is. We're not as 'seedy and scummy' as some might think, and we're committed to protecting our team.
IGN: Last year was a crazy year for games. How do you reflect on that?
Buckley: It was an incredible year with many successful games like Palworld, Helldivers 2, and Black Myth: Wukong. Emotions were high, and people got swept up in the excitement.