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Palworld Director Clarifies AI Controversy, Online Challenges, and Misconceptions

Authore: HazelUpdate:May 13,2025

At the Game Developers Conference (GDC) last month, we had an in-depth conversation with John "Bucky" Buckley, the communications director and publishing manager for Pocketpair, the developers behind Palworld. This discussion followed Buckley's talk at the conference titled 'Community Management Summit: A Palworld Roller Coaster: Surviving the Drop,' where he candidly addressed several challenges faced by Palworld, including accusations of using generative AI and copying Pokémon's models, both of which Pocketpair has thoroughly debunked. Buckley also touched on the unexpected patent infringement lawsuit from Nintendo, describing it as a "shock" to the studio.

While we've covered some key points from our interview in shorter articles, the depth and insight Buckley provided on Pocketpair's community dynamics warranted a full publication of our extended conversation. For those interested in more concise summaries, you can find Buckley's thoughts on potential Palworld releases for the Nintendo Switch 2, the studio's response to being labeled "Pokémon with guns," and whether Pocketpair might consider acquisition at the provided links.

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This interview has been lightly edited for clarity:

IGN: Let's start with the elephant in the room—the lawsuit. You mentioned it 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 made it harder to update the game or move forward. It's more of a constant presence that affects the company's morale. It hasn't hindered development, but it's something that weighs on everyone. Of course, we've had to hire lawyers, but that's mostly handled by the top executives. It's primarily morale that's been affected.

IGN: In your talk, you seemed to dislike the 'Pokémon with guns' label. Why is that?

Buckley: Many think that was our goal from the start, but it wasn't. Our inspiration was more aligned with ARK: Survival Evolved, focusing on automation and giving creatures more personality. We wanted to expand on what we loved about ARK and our previous game, Craftopia. When the 'Pokémon with guns' label emerged after our first trailer, it wasn't something we were thrilled about, but it is what it is.

IGN: You mentioned being surprised by Palworld's success. Do you think the 'Pokémon with guns' moniker played a role in that?

Buckley: It definitely fueled interest. However, it's frustrating when people assume that's what the game is without playing it. We'd prefer if people gave it a chance before forming an opinion.

IGN: If you could choose a different label, what would it be?

Buckley: Perhaps "Palworld: It's kind of like ARK if ARK met Factorio and Happy Tree Friends." It's not as catchy, but it's more reflective of our vision.

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IGN: You also discussed the criticism about the game being AI-generated. How did that impact the team internally?

Buckley: It was a massive blow, especially for our artists, particularly the Pal concept artists. It's hard to counter these claims, especially when our team prefers to stay out of the public eye. We released an art book to address this, but the impact wasn't as significant as we hoped.

IGN: How do you navigate the broader conversation about generative AI in gaming?

Buckley: A lot of the accusations against us are based on misinterpretations. Our CEO's comments on AI were taken out of context, and our game AI: Art Imposter was misunderstood as an endorsement of generative AI. We're an open development company, allowing team members to work on projects they're passionate about, which sometimes leads to misunderstandings.

IGN: What's your take on the state of online gaming communities?

Buckley: Social media is crucial for us, especially in the Asian market where it's integral to daily life. However, online communities can be intense. While we can handle some criticism, death threats are another story. We're deeply invested in our game, and it's frustrating when players don't recognize our efforts to fix issues.

IGN: Do you feel social media is getting worse?

Buckley: There's a trend where some people deliberately take contrarian stances for attention. Luckily, Palworld has largely avoided getting caught up in political or social controversies, focusing more on gameplay feedback.

IGN: You mentioned that most of the heat came from Western audiences. Why do you think that is?

Buckley: We're not sure. In Japan, opinions about us are split. We focus on overseas markets with a Japanese flair, which might be part of it. The intense reactions, including death threats, were primarily in English.

Palworld Screens

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IGN: Palworld's success was unexpected. Has it changed how the studio operates?

Buckley: It's changed our future plans but not the studio's culture. We've expanded our server team and are hiring more developers and artists to speed up development, but we aim to keep the company size manageable.

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

Buckley: Absolutely. Palworld isn't going anywhere, though its future form is uncertain. We're also continuing work on other projects like Craftopia. Palworld is now split into the game and the IP, each following different paths.

IGN: There's been confusion about a partnership with Sony. Can you clarify?

Buckley: We're not owned by Sony. That's a common misconception. Our CEO is against acquisition; he values independence.

IGN: How do you view competition with games like Pokémon?

Buckley: We don't see ourselves as direct competitors. Our focus was more on other survival games like Nightingale and Enshrouded. Competition in gaming often feels manufactured. We're more concerned with timing and ensuring our game resonates with players.

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, we're waiting to see the specs. Our optimization for Steam Deck was successful, so we're open to more handheld releases.

IGN: What's your message to those who misunderstand Palworld?

Buckley: Many perceptions are based on drama and headlines. I encourage people to play the game. We're considering a demo to give people a taste of what Palworld really is. We're not the company people think we are—we're just a dedicated team trying to create fun experiences.

IGN: Last year was a remarkable year for gaming. How do you reflect on that?

Buckley: It was an incredible year with games like Palworld, Helldivers 2, and Black Myth: Wukong hitting unprecedented numbers. Emotions were high, and it was a wild ride for everyone involved.