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Palworld's Communications Director Addresses AI Controversy and Misunderstandings

May 16,25(1 months ago)
Palworld's Communications Director Addresses AI Controversy and Misunderstandings

At the Game Developers Conference (GDC) last month, we sat down for an extended conversation with John "Bucky" Buckley, the communications director and publishing manager for Palworld developer Pocketpair. Following his insightful talk, 'Community Management Summit: A Palworld Roller Coaster: Surviving the Drop,' Buckley candidly discussed Palworld's challenges, including accusations of using generative AI and stealing Pokémon models, which have been debunked. He also touched on Nintendo's unexpected patent infringement lawsuit against Pocketpair, expressing the studio's surprise at the development.

We've covered highlights of our conversation in shorter stories, but the depth of Buckley's insights into Pocketpair's community struggles and successes warrants the full interview being published here. For those interested in specific topics, you can find links to Buckley's thoughts on the possibility of Palworld coming to the Nintendo Switch 2, the studio's reaction to being called "Pokémon with guns," and whether Pocketpair would ever be acquired.

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This interview has been lightly edited for clarity:

IGN: I'm going to start with the annoying question that I know you can't fully answer. You mentioned the lawsuit briefly in your GDC talk. Has it made it harder for Pocketpair to move forward and update the game with it still pending?

John Buckley: No, it hasn't made it harder to update the game or move forward. It's more of a constant presence that weighs on us. It affects the company's morale more than anything else. Of course, we've had to hire lawyers, but that's mostly handled by the top executives. It's just something that's always on our minds.

IGN: Let's dive into the real conversation. I was intrigued by your talk's mention of the 'Pokémon with guns' moniker. It seemed like you weren't fond of it. Why is that?

Buckley: Many people believe that was our goal from the start, but it wasn't. Our vision was more aligned with ARK: Survival Evolved, but with enhanced automation and more personality for each creature. We wanted to build on what we loved about ARK and our previous game, Craftopia. The 'Pokémon with guns' label came after our first trailer, and while we weren't thrilled, it's something we've had to accept.

IGN: You mentioned in your talk that you couldn't explain why Palworld took off the way it did. Was the 'Pokémon with guns' label a significant factor?

Buckley: Definitely. That label fueled a lot of attention. However, it frustrates us when people believe that's all the game is about without playing it. We'd prefer if everyone gave it a chance before forming an opinion.

IGN: If you had to choose a different moniker, what would it be?

Buckley: I might have called it "Palworld: It's kind of like ARK if ARK met Factorio and Happy Tree Friends." It's not as catchy, though.

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IGN: Another topic you touched on was the criticism that Palworld was 'AI slop.' How did that affect the team internally?

Buckley: It was a massive blow, especially for our artists. It's frustrating because it's completely untrue. Our concept artists, particularly those with us from the start, take it very hard. We released an art book to counter these claims, but it hasn't fully resolved the issue. Many of our artists, especially our female artists in Japan, prefer to stay out of the public eye, making it challenging to refute these accusations effectively.

IGN: The industry is discussing generative AI and art. How do you respond to the claims that Palworld uses AI-generated art?

Buckley: The accusations are often based on a misinterpretation of comments our CEO made years ago and a game called AI: Art Imposter, which was a party game. These have been misconstrued as an endorsement of AI, which they are not. We're an open development company, allowing our developers to work on projects they're passionate about, which can sometimes lead to misunderstandings.

IGN: What's your take 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 integral to daily life. However, online gaming communities can be intense. We understand the emotional reactions players have, but death threats and extreme reactions are tough to handle. We're as invested in the game as our players, working long hours to improve it. We wish for more understanding and sympathy from our community.

IGN: Do you feel like social media is getting worse?

Buckley: There's a trend where people say the opposite just to get reactions. Luckily, Palworld has mostly avoided political and social controversies, focusing more on gameplay-related feedback.

IGN: It was interesting that you noted the majority of the criticism came from the Western audience. Why do you think that is?

Buckley: We're a bit divisive in Japan, but the overseas market often reacts more strongly. We target the overseas market with a Japanese flair, which might not be as common among Japanese developers. The heat from the West has simmered down, but it was intense initially.

Palworld Screens

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IGN: Palworld was extremely successful, perhaps unexpectedly so. Has that changed anything about 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 unchanged. Our CEO wants to keep the studio small, despite our growth to 70 people.

IGN: You mentioned that the community team didn't grow. Did other parts of the studio expand?

Buckley: Yes, our server team has grown, and we're constantly hiring more developers and artists. Our goal is to deliver content faster for our fans.

IGN: You knew Palworld was a good game, but did you expect it to be this big?

Buckley: A million sales for an indie game is a huge success. When you hit tens of millions, it becomes surreal. It's hard to grasp the scale of the success.

IGN: Do you anticipate supporting Palworld for a long time?

Buckley: Palworld is definitely here to stay, though we're not sure in what form. We're also working on other projects, like Craftopia, and supporting our developers in their creative endeavors.

IGN: You mentioned a partnership that was misunderstood. Can you clarify?

Buckley: People often think we're owned by Sony, which isn't true. Our CEO would never allow the studio to be acquired. He values independence and doing things his way.

IGN: Do you see Palworld competing with games like Pokémon?

Buckley: I don't think the audiences overlap much. The systems are completely different. We focus more on games like Nightingale and Enshrouded, which are more similar to Palworld. Competition in games often feels manufactured for marketing.

IGN: Would you consider releasing Palworld on the Nintendo Switch?

Buckley: If we could make it work on the Switch, we would, but it's a demanding game. We're waiting to see the specs of the Switch 2. We've done optimization for the Steam Deck and would love to get it on more handhelds.

IGN: You mentioned that Palworld is misunderstood by those who haven't played it. What's your message to them?

Buckley: I think many people have only heard about Palworld through the news and drama. If they played it, they'd be surprised. We're considering a demo to let people try it for themselves. We're not as 'seedy and scummy' as some believe. We're a nice little company that's done well and hopes to continue doing so.

Last year was a crazy year for games, with many hitting unprecedented numbers. Emotions were high, and people got swept up in the excitement.

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