Palworld's Communications Director Addresses AI Controversy and Misunderstandings
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 Pocketpair, the developers behind Palworld. This conversation followed Buckley's insightful talk at the conference titled 'Community Management Summit: A Palworld Roller Coaster: Surviving the Drop,' where he delved into the challenges Palworld faced, including accusations of using generative AI (which Pocketpair has firmly debunked) and claims of stealing Pokémon's models for their Pals (a claim since retracted by its originator). Buckley also touched on the unexpected patent infringement lawsuit from Nintendo, which he described as a "shock" to the studio.
Given the rich insights Buckley shared about Pocketpair's community struggles and successes, we've decided to publish the full extended interview here. For those interested in shorter, focused segments, you can find links to Buckley's thoughts on the potential for Palworld on the Nintendo Switch 2, the studio's response to the "Pokémon with guns" label, and their stance on being acquired.
IGN: Let's 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 directly affected our ability to update the game or move forward with development. It's more of a lingering concern that affects the company's morale. Of course, it involves hiring lawyers, but that's primarily handled by the top management. It's the emotional toll on the team that's most noticeable.
IGN: You mentioned the "Pokémon with guns" label during your talk. Why did that moniker bother you?
Buckley: Many think it was our initial goal, but it wasn't. Our aim was to create a game similar to ARK: Survival Evolved, with more automation and unique creature personalities. The "Pokémon with guns" label emerged after our first trailer, and while we weren't thrilled, it stuck. What bothers us is when people believe that's all the game is without trying it themselves.
IGN: How would you have described Palworld instead?
Buckley: I might have called it "Palworld: It's kind of like ARK if it met Factorio and Happy Tree Friends." It's not as catchy, but it's a more accurate description.
IGN: In your talk, you addressed the criticism that Palworld is "AI slop." How did that affect your team?
Buckley: It was a huge blow, especially for our artists. Our Pal concept artists, particularly those with us from the start, were deeply affected. The challenge is countering these claims effectively. We released an art book to combat this, but it didn't have the impact we hoped for. Many of our artists, especially our female artists in Japan, prefer to stay out of the public eye, which complicates our efforts to refute these claims.
IGN: How do you view the broader conversation about generative AI in the gaming industry?
Buckley: The arguments against us often stem from misinterpretations of comments made by our CEO years ago and a party game called AI: Art Imposter, which was misunderstood as our endorsement of AI. It's frustrating because it's far from our actual stance.
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 Asian markets where it's a way of life. However, online gaming communities can be intense. We understand the emotions involved, but the death threats we've received, often over minor issues like bugs, are excessive and illogical. We live and breathe the game, and these threats hurt us more than the players realize.
IGN: Do you think social media is getting worse?
Buckley: There's a growing trend of people taking contrarian stances just for the reaction. Luckily, Palworld has mostly avoided political and social controversies, focusing more on gameplay issues.
IGN: You mentioned that the majority of the negative feedback came from the Western audience. Why do you think that is?
Buckley: It's puzzling. In Japan, opinions about us are divided, but the heat from the West was unexpected. Perhaps it's because we focus on overseas markets with a Japanese flair, and our indie status is sometimes contested. The death threats were predominantly in English, which was surprising.
Palworld Screens

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IGN: Palworld's success was unexpected. Has it changed how Pocketpair operates?
Buckley: It's changed our future plans, but the studio's core culture remains unchanged. We're hiring more developers and artists to speed up development, but we're trying to keep the company size manageable. Our CEO wants to keep it small, despite our growth to 70 people.
IGN: Do you see Palworld as a long-term project?
Buckley: Absolutely. Palworld is here to stay, though its future form is uncertain. We're also continuing to work on Craftopia and supporting other projects within the company. Palworld has split into the game itself and the IP, with different trajectories.
IGN: There's a misunderstanding about your partnership. Can you clarify?
Buckley: Many think we're owned by Sony, but we're not. Our CEO would never allow an acquisition. He values independence and doing things his way.
IGN: How do you see Palworld's relationship with Pokémon, given the comparisons?
Buckley: We don't see Pokémon as direct competition. Our audiences and game systems are different. We're more focused on other survival games like Nightingale and Enshrouded. Competition in gaming is often manufactured for marketing, and we're more concerned with timing our releases effectively.
IGN: Would you consider releasing Palworld on the Nintendo Switch?
Buckley: We would if the game could run on it, but it's a demanding game. For the Switch 2, we're waiting to see the specs like everyone else. We've optimized for Steam Deck and would love to get it on more handhelds if possible.
IGN: What message would you give to those who misunderstand Palworld?
Buckley: I think many who know Palworld only through the drama and news misunderstand it. I encourage them to play it. We're considering a demo to let people experience it firsthand. We're not the seedy company some believe us to be; we just prioritize protecting our team from public scrutiny.
The internet often focuses on the "Pokémon with guns" meme, which oversimplifies our game. Despite this, we're a small, successful company that hopes to continue making great games. Last year was exceptional for the gaming industry, with many games like Palworld, Helldivers 2, and Black Myth: Wukong achieving unprecedented success.
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