Palworld's Communications Director Addresses AI Controversy and Misunderstandings
At the Game Developers Conference (GDC) last month, we had the opportunity to sit down with John "Bucky" Buckley, the communications director and publishing manager for Palworld developer Pocketpair. Following his insightful talk titled 'Community Management Summit: A Palworld Roller Coaster: Surviving the Drop,' Buckley delved into the challenges Palworld faced, including accusations of using generative AI and copying Pokémon models for its Pals. Pocketpair has since debunked these claims, and the original accuser retracted their statement. Buckley also touched on the unexpected patent infringement lawsuit from Nintendo, describing it as a "shock" to the studio.
We've covered some of the highlights from our conversation in shorter pieces, but due to the depth of Buckley's insights into Pocketpair's community management, we've decided to publish the full interview here. For those interested in specific topics, you can find Buckley's thoughts on the possibility of Palworld on the Nintendo Switch 2, reactions to the "Pokémon with guns" label, and whether Pocketpair would consider being acquired at the provided links.
This interview has been lightly edited for clarity:IGN: I'm going to start with the question you can't fully answer. In your GDC talk, you briefly mentioned the lawsuit. Has it impacted 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. It's more of a constant presence that affects the company's morale. While it does require legal attention, it hasn't directly impacted game development. It's more about the emotional toll on the team.
IGN: Your talk mentioned the 'Pokémon with guns' label, and you seemed to dislike it. Why is that?
Buckley: Many assume this was our goal from the start, but it wasn't. Our aim was to create a game similar to ARK: Survival Evolved, with more automation and unique creature personalities. Our previous game, Craftopia, drew inspiration from ARK, and we wanted to expand on that. The 'Pokémon with guns' label emerged after our first trailer, and while it garnered attention, it doesn't accurately represent the game.
IGN: You mentioned not understanding why Palworld became so popular. Do you think the 'Pokémon with guns' label played a role?
Buckley: Absolutely, it was a significant factor. However, the label misrepresents the actual gameplay experience. We encourage players to try the game before forming an opinion based on this moniker.
IGN: If you could choose a different label for Palworld, what would it be?
Buckley: Something like "Palworld: It's like ARK if it met Factorio and Happy Tree Friends." It's not as catchy, but it better captures the essence of the game.
IGN: In your talk, you discussed the criticism that Palworld was 'AI slop.' How did this affect your team internally?
Buckley: It was a massive blow, particularly for our artists, especially our Pal concept artists. These accusations are baseless and deeply upsetting. We tried to counter this by releasing an art book, but it didn't fully resolve the issue. Our artists, many of whom are female and prefer to stay out of the public eye, found it challenging to refute these claims publicly.
IGN: The industry is grappling with generative AI. How do you address these accusations when they seem to be based on misinformation?
Buckley: Much of the criticism stems from misinterpretations of comments made by our CEO years ago and from a party game we developed called AI: Art Imposter. These have been misconstrued as an endorsement of AI, which wasn't our intention.
IGN: How do you view the state of online gaming communities, considering the harassment you've faced?
Buckley: Social media remains crucial for us, particularly in our primary markets like Japan and China. While online communities can be intense, we understand the emotional responses. However, death threats over game issues are disproportionate and illogical. We're deeply invested in the game, and such reactions hurt us as much as they do the players.
IGN: Do you feel that social media is getting worse for gaming communities?
Buckley: There's a trend of people saying the opposite just to provoke reactions, which might be exacerbated by social media algorithms. Fortunately, Palworld has largely avoided these broader social and political debates and focuses more on gameplay feedback.
IGN: You mentioned that most of the criticism came from the Western audience. Why do you think that is?
Buckley: We're quite divisive in Japan, but the intense feedback from the West was unexpected. It might be because we target overseas markets with a Japanese flair, which can be polarizing. The criticism, including death threats, was predominantly in English.
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IGN: Palworld's success was unexpected. Has it changed how Pocketpair operates or your future plans?
Buckley: It has influenced our future plans but hasn't changed the studio's 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: You mentioned the success was surreal. How did it feel to reach such high sales figures?
Buckley: A million sales for an indie game is a huge milestone. Reaching into the tens of millions is surreal and hard to grasp. It's changed how we approach our budget and plans.
IGN: Will Palworld be supported for a long time?
Buckley: Absolutely. Palworld is here to stay, though we're not sure in what form. We're also continuing to work on other projects like Craftopia and supporting our developers in their own endeavors. Palworld as a game and as an IP are on different trajectories.
IGN: There's a misconception about a partnership with Sony. Can you clarify that?
Buckley: We're not owned by Sony. This will likely remain misunderstood. Our CEO is committed to maintaining our independence.
IGN: Would Pocketpair ever consider being acquired?
Buckley: Our CEO would never allow it. He values his autonomy and doing things his way. It's unlikely to happen in my lifetime.
IGN: How do you see Palworld's competition with other games like Pokémon?
Buckley: We don't see ourselves as competing directly with Pokémon. The audiences and game systems are different. We focus more on other survival games like Nightingale and Enshrouded. Competition in gaming often feels manufactured.
IGN: Would you consider releasing Palworld on the Nintendo Switch?
Buckley: If we could optimize it for the Switch, we would. For the Switch 2, it depends on the specs, which we're still waiting to see. We've had success optimizing for the Steam Deck, so handhelds are definitely on our radar.
IGN: Your talk highlighted that Palworld is often misunderstood by those outside its community. What's your message to those who haven't played it?
Buckley: People who only know Palworld from the drama and news might have a completely wrong idea of what it is. I encourage them to play it. We're considering a demo to give people a chance to experience the game firsthand. It's not as controversial as it's made out to be, and we're a dedicated team working hard to deliver a great experience.
IGN: The internet often focuses on the 'Pokémon with guns' meme. How do you feel about that?
Buckley: It's a double-edged sword. We've tried to protect our developers by staying out of the public eye, which may have contributed to our misunderstood image. Last year was an extraordinary year for gaming, and emotions ran high. We're just a small company trying to make great games.
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