Palworld Director Clarifies AI Controversy, Online Issues, and Misconceptions
At the Game Developers Conference (GDC) last month, we had an in-depth conversation with John "Bucky" Buckley, 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 provided candid insights into Palworld's challenges, including accusations of using generative AI and stealing Pokémon models—claims that Pocketpair has debunked and the original accusers have retracted. He also touched on Nintendo's patent infringement lawsuit against the studio, describing it as a "shock" that was unforeseen by the team.
Our conversation with Buckley was rich with details about Pocketpair's community management strategies and their experiences. For those interested in shorter summaries, we have covered specific topics such as the potential release of Palworld on the Nintendo Switch 2, the studio's response to the "Pokémon with guns" label, and the possibility of Pocketpair being acquired.
This interview has been lightly edited for clarity:
IGN: I'm going to start with the lawsuit you mentioned in your GDC talk. Has it impacted Pocketpair's ability to update and move forward with Palworld?
John Buckley: The lawsuit hasn't made it harder to update the game or progress with development. It's more of a constant presence that affects our morale. While it requires legal attention, it hasn't slowed down our work on the game. It's primarily a morale issue.
IGN: You seemed to dislike the "Pokémon with guns" moniker in your talk. Why is that?
Buckley: Many believe that was our initial goal, but it wasn't. Our inspiration was more aligned with ARK: Survival Evolved, aiming to enhance automation and give each creature a unique personality. The "Pokémon with guns" label emerged after our first trailer, and while it gained attention, it doesn't accurately reflect the game's essence.
IGN: You mentioned not understanding why Palworld became so popular. Was the "Pokémon with guns" label a significant factor?
Buckley: That label definitely played a role in our visibility. However, it's frustrating when people assume that's what the game is about without playing it. We encourage everyone to try it out before forming an opinion.
IGN: If you could choose a different moniker for Palworld, what would it be?
Buckley: Perhaps something like "Palworld: It's kind of like ARK if ARK met Factorio and Happy Tree Friends." It's a bit of a mouthful, but it captures the essence better.
IGN: In your talk, you addressed the criticism that Palworld was created using AI. How did this affect your team internally?
Buckley: It had a massive impact, especially on our artists. The accusations are baseless and deeply upsetting, particularly for our Pal concept artists. We've tried to counter these claims, including releasing an art book, but it's been challenging.
IGN: How do you handle the broader conversation about generative AI in gaming?
Buckley: The accusations against us often stem from misinterpretations of our CEO's comments and our involvement in a party game called AI: Art Imposter. These have been misconstrued as endorsements of AI, which they are not.
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, especially in the Asian market where it's a significant part of gaming culture. While online communities can be intense, we understand the emotional responses. However, death threats are particularly troubling and illogical.
IGN: Do you feel social media has worsened recently?
Buckley: There's a trend where some individuals deliberately take opposing stances for attention. Fortunately, Palworld has largely avoided such political and social controversies, mostly receiving feedback about game issues.
IGN: You mentioned that the majority of the criticism came from the Western audience. Why do you think that was?
Buckley: It's puzzling. In Japan, opinions about us are split. Our focus on the overseas market and our indie label might contribute to this. The heat from the West has significantly reduced over time.
IGN: Has Palworld's success changed how Pocketpair operates or your future plans?
Buckley: It has influenced our future plans but not our core operations. We've expanded our server team and are hiring more developers and artists to speed up development. However, our company culture remains largely unchanged.
IGN: Palworld's success was unexpected. How has that affected your perspective?
Buckley: Reaching millions of sales was surreal. It's hard to grasp the scale, and it has given us more freedom in our operations.
IGN: Will Palworld be supported for a long time?
Buckley: Absolutely. We're committed to Palworld, though we're also working on other projects like Craftopia. Palworld has evolved into both a game and an IP, with different trajectories.
IGN: There's been confusion about a partnership. Can you clarify?
Buckley: We're not owned by Sony. The partnership is often misunderstood, but we're not affiliated with them.
IGN: Would Pocketpair ever consider being acquired?
Buckley: Our CEO is against it. He values independence and doing things his way. An acquisition is highly unlikely.
IGN: How do you see Palworld competing with other games like Pokémon?
Buckley: We don't see ourselves in direct competition with Pokémon. Our focus is more on timing and other survival games. The gaming industry's "competition" is often manufactured for marketing.
IGN: Would you consider releasing Palworld on the Nintendo Switch?
Buckley: If the Switch can handle it, we'd consider it. We've optimized for the Steam Deck, so we're open to more handheld options.
IGN: What's your message to those who misunderstand Palworld without playing it?
Buckley: I think many people only know Palworld through the drama and news. I encourage them to play it for an hour to see what it's really about. We're not as "seedy and scummy" as some believe, and a demo could help change perceptions.
IGN: What's your take on the gaming industry's recent success stories?
Buckley: Last year was exceptional for games, with titles like Black Myth: Wukong, Helldivers 2, and Palworld hitting unprecedented numbers. It was a crazy year that stirred a lot of emotions.
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