by Lucas May 06,2025
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. Following his insightful talk at the conference titled 'Community Management Summit: A Palworld Roller Coaster: Surviving the Drop,' Buckley shared candid details about the challenges Palworld faced, including accusations of using generative AI and copying Pokemon models. He even touched on the unexpected patent infringement lawsuit from Nintendo, describing it as a "shock" to the studio.
Given the depth of Buckley's insights into Pocketpair's community struggles and successes, we've decided to share the full extended interview here. For those looking for a quicker read, you can find summaries of Buckley's thoughts on the potential release of Palworld on the Nintendo Switch 2, reactions to the game being labeled "Pokemon with guns," and the possibility of Pocketpair being acquired at the provided links.
This interview has been lightly edited for clarity:
IGN: Let's start with the inevitable question about 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 updating the game or moving forward any harder. It's more of a constant presence that affects the company's morale. We've had to hire lawyers, of course, but that's handled at the top level. It doesn't directly affect our development process.
IGN: You mentioned the 'Pokemon with guns' moniker in your talk. Why did that seem to bother you?
Buckley: Many believe that was our original goal, but it wasn't. Our aim was to create something akin to ARK: Survival Evolved, with more automation and unique creature personalities. We're fans of ARK, and our previous game, Craftopia, drew inspiration from it. The 'Pokemon with guns' label emerged after our first trailer, and while it caught on, it doesn't accurately represent the game.
IGN: You said in your talk that you couldn't explain Palworld's sudden popularity. Do you think the 'Pokemon with guns' label played a significant role?
Buckley: It definitely contributed. There was even a trademark issue with 'Pokemonwithguns.com.' However, it's frustrating when people assume that's what the game is about without playing it. We encourage everyone to give it a try first.
IGN: If you could choose a different moniker for Palworld, what would it be?
Buckley: Something like, "Palworld: It's kind of like ARK if it met Factorio and Happy Tree Friends." It's not as catchy, but it's more reflective of the game's essence.
IGN: You also addressed the criticism that Palworld was AI-generated. How did that affect the team internally?
Buckley: It had a massive impact, especially on our artists. The accusations are baseless, yet they persist. It's particularly hard on our concept artists, many of whom are female and prefer to stay out of the public eye. We released an art book to counter these claims, but it hasn't fully resolved the issue.
IGN: The gaming industry is grappling with generative AI. Do you think it's easy for people to spot AI-generated art?
Buckley: It can be hard to tell. Much of the criticism against us stems from comments our CEO made years ago about AI, which were misinterpreted. Additionally, a game we developed called AI: Art Imposter was misunderstood as an endorsement of AI art, which it wasn't.
IGN: What's your perspective on the state of online gaming communities? Is social media still useful for you?
Buckley: Social media is crucial for us, especially in the Asian market where it's deeply integrated into daily life. However, online gaming communities can be intense. We understand the passion behind the feedback, but death threats over game issues are illogical and deeply upsetting.
IGN: Do you feel social media is getting worse?
Buckley: There's a trend of people saying the opposite of popular opinion for attention. Luckily, Palworld hasn't been dragged into much of the political or social debates; we mostly receive feedback on game issues.
IGN: You mentioned that the majority of negative feedback came from Western audiences. Why do you think that is?
Buckley: We're not sure. In Japan, opinions about us are split, but we focus on the overseas market with a Japanese flair. The backlash from the West, particularly the death threats, was unexpected and primarily in English.
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IGN: Palworld's success was unexpected. Has it changed how the studio operates or your future plans?
Buckley: It's changed our future plans but not the studio's core culture. We're hiring more developers and artists to speed up development, but we're trying to keep the company small. Our CEO prefers it that way.
IGN: You mentioned that the community team didn't grow. Did other parts of the studio expand?
Buckley: Yes, our server team and development teams have grown. We're focused on improving our development speed for our fans.
IGN: With such success, do you expect to support Palworld for a long time?
Buckley: Palworld is here to stay, though we're unsure of its exact future form. We're also continuing to work on other projects like Craftopia and supporting individual initiatives within the company.
IGN: There was confusion about a partnership with Sony. Can you clarify that?
Buckley: There's a misunderstanding. We're not owned by Sony. Aniplex and Sony Music are handling Palworld's IP, while we focus on the game itself.
IGN: Would Pocketpair ever consider being acquired?
Buckley: Our CEO would never allow it. He values independence and doing things his way.
IGN: With Pokemon constantly releasing new games, do you see that as competition?
Buckley: We don't see much crossover between our audiences. The systems in our games are very different. We're more focused on competing with other survival games like Nightingale and Enshrouded, not Pokemon.
IGN: Would you ever release Palworld 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 before deciding.
IGN: You feel that Palworld is misunderstood by those outside its community. What's your message to them?
Buckley: Many who only know Palworld from the drama might be surprised by the actual game. We're considering a demo to let people experience it firsthand. We're not the 'seedy and scummy' company some perceive us to be; we're just focused on protecting our team and creating great games.
Last year was exceptional for gaming, with Palworld among several games that achieved unprecedented success. The emotions and attention around these releases were intense, reflecting the passion of the gaming community.
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