At the Game Developers Conference (GDC) last month, we had an in-depth discussion with John "Bucky" Buckley, the communications director and publishing manager for Palworld developer Pocketpair. Following his talk, "Community Management Summit: A Palworld Roller Coaster: Surviving the Drop," Buckley shared insights into the challenges faced by Palworld, including accusations of using generative AI and copying Pokémon models, both of which have been debunked. He also touched on the unexpected patent infringement lawsuit from Nintendo, which he described as a "shock" to the studio.
Given the richness of our conversation, we've decided to publish the full interview here, while also providing links to shorter pieces on specific topics such as the potential for Palworld on the Nintendo Switch 2, the studio's reaction to the "Pokémon with guns" label, and discussions about possible acquisition by larger companies.
This interview has been lightly edited for clarity:
IGN: Let's start with the lawsuit mentioned in your GDC talk. Has it impacted the development and updates of Palworld?
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 morale, and of course, requires legal attention, but it hasn't hindered our work on the game itself.
IGN: You mentioned the "Pokémon with guns" moniker in your talk. Why did it bother you?
Buckley: It wasn't our goal from the start. We aimed to create a game inspired by ARK: Survival Evolved, with more automation and unique creature personalities. The "Pokémon with guns" label emerged after our first trailer, and while it wasn't ideal, it's what people latched onto. We wish players would experience the game before labeling it.
IGN: How would you describe Palworld in your own words?
Buckley: I'd say it's like ARK meeting Factorio and Happy Tree Friends, focusing on automation and unique creature interactions.
IGN: The AI slop accusations had a significant impact on your team. How did it affect your internal community?
Buckley: It was deeply upsetting, especially for our artists. Despite releasing an art book to counter these claims, the accusations persist. Our artists, many of whom prefer to stay out of the public eye, especially in Japan, find it challenging to refute these claims effectively.
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, particularly in our primary markets like Japan and China. However, online communities can be intense, and while we understand emotional reactions, the death threats and extreme negativity are hard to handle, especially given our dedication to the game.
IGN: Do you feel social media is getting worse?
Buckley: There's a growing trend of people saying the opposite for attention, which can skew perceptions. Fortunately, Palworld has mostly avoided political and social controversies, focusing more on gameplay feedback.
IGN: You mentioned the Western audience being more critical. Why do you think that is?
Buckley: It's hard to pinpoint. In Japan, opinions about us are split, and our focus on overseas markets might contribute to the divisiveness. The criticism from the West, including death threats, was more pronounced, but it has since calmed down.
Palworld Screens
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IGN: Palworld's success was unexpected. How has it changed Pocketpair's operations and future plans?
Buckley: It hasn't changed our studio culture much, but we've expanded our server and development teams to speed up development. Our CEO wants to keep the company small, despite our growth to around 70 people. The success was surreal, and we're still navigating it.
IGN: Do you see Palworld as a long-term project?
Buckley: Absolutely, though in what form, we're not sure yet. We're also continuing work on other projects like Craftopia and supporting our developers' new ideas while maintaining Palworld.
IGN: There was a misunderstanding about a partnership. Can you clarify that?
Buckley: We're not owned by Sony. Aniplex and Sony Music are handling Palworld as an IP, while we focus on the game itself.
IGN: Would Pocketpair ever consider being acquired?
Buckley: Our CEO values independence too much to allow it. He'd rather do his own thing than be told what to do.
IGN: Do you see Pokémon as a competitor?
Buckley: Not really. The audiences and game systems are quite different. We were more focused on competing with other survival games like Nightingale and Enshrouded. Competition in gaming often feels manufactured, and we're more concerned with timing our releases.
IGN: Would you consider releasing Palworld on the Nintendo Switch?
Buckley: If we could optimize it for the current Switch, we would. For the Switch 2, it depends on the specs, which we haven't seen yet. We're eager to get it on more handhelds, like we did with the Steam Deck.
IGN: What's your message to those who misunderstand Palworld?
Buckley: I think many people who haven't played the game misunderstand it based on the drama. I advocate for a demo or free trial so people can experience it for themselves. We're not as "seedy and scummy" as some think, and we're committed to protecting our team while striving to do well in the industry.