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,' where he openly discussed various challenges faced by Palworld, including accusations of using generative AI (which Pocketpair has debunked) and claims of stealing Pokemon's models (retracted by the original accuser). Buckley even touched on Nintendo's patent infringement lawsuit against the studio, expressing that it came as a "shock" and was "something that no one even considered."
Given the insightful nature of our conversation with Buckley, we've decided to publish the full extended interview here, in addition to our shorter stories on specific topics like the potential release of Palworld on the Nintendo Switch 2, the studio's response to being labeled "Pokemon with guns," and whether Pocketpair would ever be acquired. For those interested in a more concise version, you can find Buckley's comments on these topics at the provided links.
IGN: Let's start with the lawsuit you mentioned briefly in your GDC talk. Has it made it harder for Pocketpair to move forward and update the game with the lawsuit still pending?
John Buckley: No, it hasn't impacted our ability to update the game or move forward. It's more of a constant weight over us, affecting the company's morale rather than the development process. Of course, it requires legal attention, but that's handled by our top executives.
IGN: In your talk, you seemed to dislike the "Pokemon with guns" label. Can you explain why?
Buckley: Many people think 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 wasn't our choice, we accept it. However, it's frustrating when people assume that's all the game is without playing it.
IGN: How would you have described Palworld if you could choose the moniker?
Buckley: Perhaps something like "Palworld: It's kind of like ARK if ARK met Factorio and Happy Tree Friends." It's not as catchy, but it's more reflective of our vision.
IGN: You also mentioned the criticism that Palworld was AI-generated. How did that impact your team internally?
Buckley: It was a massive blow, especially for our artists. The accusations are baseless and upsetting, particularly for our Pal concept artists, many of whom are female and prefer to stay out of the public eye. We've struggled to refute these claims effectively, though releasing an art book helped to some extent.
IGN: How do you view the broader online gaming communities, especially given the harassment you've faced?
Buckley: Social media is crucial for us, especially in Asian markets where it's a primary communication channel. While online communities can be intense, we understand the emotional reactions players have. However, death threats are over the top and illogical, especially when they're in response to game issues we're actively trying to fix.
IGN: Do you think social media has been getting worse lately?
Buckley: There's a trend where some people deliberately take opposing views to provoke reactions. This can be frustrating, but fortunately, Palworld has mostly avoided political and social controversies, focusing more on gameplay feedback.
IGN: It was surprising to hear that most of the heat came from Western audiences. Why do you think that was?
Buckley: We're not sure. In Japan, opinions are split about us, but we tend to target overseas markets with a Japanese flair. Maybe it was just easier to target us at that time, but it's calmed down significantly.
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 itself. We're hiring more developers and artists to speed up development, but our company culture remains the same. Our CEO prefers to keep the team size manageable.
IGN: Do you anticipate supporting Palworld for a long time?
Buckley: Absolutely, Palworld is here to stay. We're exploring its potential as both a game and an IP, while also continuing to work on other projects like Craftopia.
IGN: There was a misunderstanding about a partnership. Can you clarify?
Buckley: Yes, there's a misconception that we're owned by Sony, which isn't true. We're working with Aniplex and Sony Music on the Palworld IP, but we're not owned by them.
IGN: Would Pocketpair ever consider being acquired?
Buckley: Our CEO would never allow it. He values independence and doesn't want anyone telling him what to do.
IGN: Do you see Pokemon as a competitor?
Buckley: Not really. Our game systems and audiences are quite different. We were more focused on competing with other survival games like Nightingale and Enshrouded. The gaming industry often manufactures competition for marketing purposes, but we're more concerned with timing our releases.
IGN: Would you consider releasing Palworld on the Nintendo Switch?
Buckley: If we could optimize the game for the Switch, we would. We're waiting to see the specs of the Switch 2, but we've had success optimizing for the Steam Deck, so we're open to more handheld platforms.
IGN: What's your message to those who misunderstand Palworld without playing it?
Buckley: I encourage them to play it. We're considering a demo to give people a taste of what the game really is. It's not what many think based on the drama and memes. We're a dedicated team trying to create a fun and unique gaming experience.
Buckley concluded by reflecting on the unprecedented success of games in 2024, including Palworld, and how the high emotions of the year may have contributed to the intense public reactions.