At the Game Developers Conference (GDC) last month, we had the privilege of sitting down with John “Bucky” Buckley, the communications director and publishing manager for Pocketpair, the developers behind the hit game Palworld. Our conversation followed his insightful talk at the conference titled 'Community Management Summit: A Palworld Roller Coaster: Surviving the Drop,' where Buckley candidly discussed the challenges Palworld faced, including accusations of using generative AI and stealing Pokémon models, which have since been debunked and retracted respectively. He also briefly touched on the unexpected patent infringement lawsuit from Nintendo, describing it as a "shock" to the studio.
Given the depth and richness of our discussion, we've decided to share the full extended interview here, while also providing shorter summaries on specific topics like the potential release of Palworld on the Nintendo Switch 2, the studio's reaction to being labeled "Pokémon with guns," and whether Pocketpair might ever be acquired. You can find these summaries at the following links.
This interview has been lightly edited for clarity:
IGN: Let's address the elephant in the room first—the lawsuit. In your GDC talk, you mentioned it briefly. Has it affected Pocketpair's ability to update and move forward with the game?
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 weighs on us, affecting the company's morale rather than the actual development process. Of course, legal aspects require attention and resources, but that's handled at the top levels of the company, not affecting the rest of us directly.
IGN: You mentioned the 'Pokémon with guns' label in your talk, and it seemed you weren't fond of it. Why is that?
Buckley: Many people think we set out to make 'Pokémon with guns,' but that was never the goal. Our inspiration was more aligned with ARK: Survival Evolved, aiming for a game with more automation and unique creature personalities. When the 'Pokémon with guns' label emerged after our first trailer, it wasn't something we embraced, but it stuck.
IGN: You mentioned not understanding why Palworld took off as it did. Do you think the 'Pokémon with guns' label played a significant role?
Buckley: It certainly played a part. That label caught on and fueled the hype. However, it's frustrating when people assume that's what the game is without playing it. We'd prefer people give it a chance first.
IGN: How would you have described Palworld if you could choose its moniker?
Buckley: Perhaps something like 'Palworld: It's like ARK if it met Factorio and Happy Tree Friends.' It's a bit of a mouthful, though!
IGN: You also talked about the criticism that Palworld was 'AI slop.' How did that affect the team internally?
Buckley: It was a huge blow, especially for our artists, particularly the Pal concept artists who've been with us since the beginning. These accusations are baseless and hurtful, especially since our team, predominantly female artists in Japan, prefers to stay out of the public eye. We've tried to counter this with an art book, but it's challenging to change public perception.
IGN: The industry is grappling with generative AI and art. Do you think people are good at spotting it?
Buckley: I believe many of the arguments against us are hollow, often stemming from misinterpretations of comments our CEO made years ago and a party game our team developed, AI: Art Imposter. These have been misconstrued as endorsements of AI, which they're not.
IGN: What's your take on online gaming communities in general, given the harassment you've experienced?
Buckley: Social media is crucial for us, especially since we target the Asian market where it's deeply ingrained. While online communities can be intense, we understand the emotional reactions. However, death threats cross a line. We're as invested in the game as our players, and we're always working to fix issues, so extreme reactions are unnecessary and hurtful.
IGN: Do you feel social media is getting worse?
Buckley: There's a trend of people taking contrarian stances for attention, which social media seems to encourage. Fortunately, Palworld has largely avoided such controversies, mainly receiving feedback about game issues rather than political or social debates.
IGN: You mentioned the majority of the criticism came from Western audiences. Why do you think that is?
Buckley: It's puzzling. In Japan, opinions are split, but we're divisive. We focus on overseas markets with a Japanese flair, which might not sit well with some. The heat from the West could be due to the timing and the nature of the game's reception at the time.
Palworld Screens
17 Images
IGN: Palworld's success seems to have been unexpected. Has it changed how Pocketpair operates or its 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 unchanged. Our CEO wants to keep the company small, around 70 people.
IGN: With such success, do you anticipate supporting Palworld for a long time?
Buckley: Absolutely, Palworld isn't going anywhere. We're still exploring its future form, but it's a priority. At the same time, we're also working on other projects like Craftopia and supporting individual initiatives within the company.
IGN: There was some confusion about a partnership. Can you clarify?
Buckley: There's a misunderstanding about our partnership with Sony. We're not owned by them. We're involved with Palworld as an IP, but Aniplex and Sony Music are steering that aspect while we focus on the game itself.
IGN: Would Pocketpair ever consider being acquired?
Buckley: Our CEO would never allow it. He values independence and doing his own thing.
IGN: With Pokémon constantly releasing new content, do you see it as competition?
Buckley: We don't see Pokémon as a direct competitor. Our audiences and game systems are different. We're more focused on other survival games like Nightingale and Enshrouded. Competition in gaming often feels manufactured for marketing purposes.
IGN: Would you consider releasing Palworld on the Nintendo Switch?
Buckley: If we could optimize it for the Switch, we would, but it's a demanding game. We're waiting to see the specs of the Switch 2 before making any decisions.
IGN: You mentioned that Palworld is misunderstood by those who haven't played it. What's your message to them?
Buckley: I encourage anyone who's only heard about Palworld through the drama to give it a try. We're considering a demo to help people experience the game for themselves. We're not the 'seedy and scummy' company some perceive us to be; we're just protecting our team.
IGN: Last year was exceptional for gaming. How do you reflect on that?
Buckley: 2024 was a remarkable year with games like Palworld, Helldivers 2, and Black Myth: Wukong achieving unprecedented success. It was a time of high emotions and unexpected achievements in the industry.