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. This conversation followed Buckley's talk at the conference, titled 'Community Management Summit: A Palworld Roller Coaster: Surviving the Drop,' where he candidly discussed Palworld’s challenges, including accusations of using generative AI and copying Pokémon models, which have been debunked and retracted, respectively. Buckley also touched on Nintendo’s patent infringement lawsuit against the studio, describing it as a "shock" and something "no one even considered."
We've covered several key points from our conversation in shorter articles, but due to the comprehensive insights Buckley shared about Pocketpair's community management, we're publishing the full extended interview here. For those seeking more digestible content, you can find links to articles discussing Buckley’s thoughts on Palworld's potential release on the Nintendo Switch 2, the studio's reaction to being labeled "Pokemon with guns," and the possibility of Pocketpair being acquired.
This interview has been lightly edited for clarity:
IGN: Let's start with the lawsuit you mentioned briefly in your GDC talk. Has it impacted Pocketpair's ability to update and move forward with the game?
John Buckley: No, it hasn't hindered our ability to update the game or progress. It's more of an ongoing concern that affects the team's morale. It's always on our minds, but it hasn't slowed down development. Of course, we've had to involve lawyers, but that's handled at the top level, and it's not something the rest of us are directly involved in.
IGN: You seemed to dislike the 'Pokemon with guns' label during your talk. Why is that?
Buckley: Many assume it was our goal from the start, but it wasn't. Our vision was to create a game similar to ARK: Survival Evolved, but with more automation and unique creature personalities. We're big fans of ARK, and our previous game, Craftopia, drew inspiration from it. When we released the first trailer, the 'Pokemon with guns' label emerged, and while we weren't thrilled about it, it's part of the conversation now. We just wish players would give the game a chance before labeling it.
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 interest and discussion. However, it's frustrating when people believe that's what the game is without actually playing it. If someone wants to call it that after experiencing the game, that's fine, but we'd prefer they give it a fair shot 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 a bit of a mouthful, but it captures the essence of what we were aiming for.
IGN: You also discussed the criticism that Palworld was AI-generated. How did that impact the team?
Buckley: It was a massive blow, particularly for our artists, especially the Pal concept artists who have been with us from the start. The accusations are baseless, but it's hard to counter them effectively. We released an art book to address this, which helped but not as much as we hoped. Our artists, many of whom are female, prefer to stay out of the public eye, which makes it challenging to refute these claims.
IGN: The conversation about generative AI and art is widespread. Why do you think people find it hard to distinguish?
Buckley: A lot of the arguments against us stem from misinterpretations. Our CEO's comments on AI were taken out of context, and a game we made called AI: Art Imposter, intended as a lighthearted party game, was misconstrued as an endorsement of AI art. It's a complex issue, and the reactions have been disproportionate.
IGN: What's your view on the state of online gaming communities and social media's role in them?
Buckley: Social media is crucial for us, especially in Asian markets where it's a primary communication channel. However, online gaming communities can be intense. I understand the emotional reactions, having been a player myself, but the level of harassment and death threats we receive is disproportionate and illogical. We work tirelessly on the game, and these reactions affect us deeply.
IGN: Do you feel social media is getting worse?
Buckley: There's a trend where people say controversial things for attention. We've been fortunate to avoid much of the political and social backlash, mostly receiving feedback about game issues.
IGN: You mentioned the majority of the negative feedback came from the Western audience. Why do you think that is?
Buckley: We're not sure, but we've always aimed to appeal to international markets with a Japanese flair. In Japan, opinions about us are divided, and we often face criticism for labeling ourselves as indie. The intense feedback from the West, including death threats, was predominantly in English.
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IGN: Palworld's success was unexpected. Has it changed how Pocketpair operates?
Buckley: It has influenced our future plans, but the studio's core operations remain unchanged. We've expanded our server and development teams to improve our development speed, but our company culture and size have stayed relatively stable. Our CEO prefers to keep the team small, at around 70 people.
IGN: Will Palworld be supported for the long term?
Buckley: Absolutely, Palworld isn't going anywhere. We're not sure what form it will take, but we'll continue to support it while also working on other projects like Craftopia. Palworld has evolved into both a game and an IP, with different trajectories.
IGN: There was confusion about a partnership with Sony. Can you clarify?
Buckley: There's a lot of misunderstanding. We're not owned by Sony. Aniplex and Sony Music are involved with the Palworld IP, but we're focused on 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. I doubt it will happen in my lifetime.
IGN: How do you see Palworld's relationship with Pokémon, given the comparisons?
Buckley: I don't think the audiences overlap much, and the game systems are different. We focus more on games like Nightingale and Enshrouded, which are closer to our genre. Competition in gaming is often manufactured, and we're more concerned with timing our releases than competing directly with other games.
IGN: Could Palworld be released on the Nintendo Switch?
Buckley: If we could optimize it for the Switch, we would. We're waiting to see the specs of the Switch 2, which could make it possible. We've had success optimizing for the Steam Deck, so we're open to more handheld releases.
IGN: What's your message to those who misunderstand Palworld without playing it?
Buckley: I think many who only know Palworld from the news and drama have a skewed perception. I encourage them to play it. We're considering a demo to let people experience the game for themselves. It's not what many think it is, and we're not the 'seedy and scummy' company some believe us to be.
IGN: What's your final thought on the impact of last year's gaming landscape?
Buckley: Last year was exceptional for gaming, with many successful titles like Palworld, Helldivers 2, and Black Myth: Wukong. Emotions were high, and the industry saw unprecedented success. We're proud of our achievements and hope to continue doing well.