Home News Palworld's Communications Director Addresses AI Controversy and Misunderstandings

Palworld's Communications Director Addresses AI Controversy and Misunderstandings

by Jason Apr 16,2025

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 engaging talk titled 'Community Management Summit: A Palworld Roller Coaster: Surviving the Drop,' Buckley shared insights into the challenges Palworld faced, including accusations of using generative AI and copying Pokemon's models, both of which have been thoroughly debunked. He also touched on the unexpected patent infringement lawsuit from Nintendo, describing it as a "shock" to the studio.

Given the depth of our conversation, we've decided to publish the full extended interview here, while also offering shorter, focused stories on key topics like the potential release of Palworld on the Nintendo Switch 2, reactions to the "Pokemon with guns" label, and the possibility of Pocketpair being acquired. For those interested, you can find these articles at the provided links.

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IGN: Let's start with the lawsuit you briefly mentioned in your GDC talk. 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 with development. It's more of a constant presence that affects morale across the company. Of course, it requires legal attention, but it hasn't directly impacted our development process. It's just a lingering concern that everyone is aware of.

IGN: You seemed to take issue with the "Pokemon with guns" moniker during your talk. Why was that?

Buckley: It's a misconception that we set out to create "Pokemon with guns." Our vision was more aligned with games like ARK: Survival Evolved, but with a focus on automation and unique creature personalities. We wanted to build on what we loved about ARK and our previous game, Craftopia. The "Pokemon with guns" label emerged after our first trailer, and while it garnered attention, it doesn't accurately represent our game's core experience.

IGN: You mentioned not understanding why Palworld became so popular. Do you think the "Pokemon with guns" label played a role in that?

Buckley: Absolutely, that label did fuel the fire. However, it's frustrating when people assume that's all the game is without giving it a try. We encourage players to experience the game firsthand before forming opinions based on memes or headlines.

IGN: If you could choose a different moniker for Palworld, what would it be?

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

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IGN: You also addressed the criticism that Palworld used AI-generated art. How did that affect the team internally?

Buckley: It had a massive impact, especially on our artists. The accusations are baseless and hurtful, particularly to our dedicated Pal concept artists. We've tried to counter these claims, including releasing an art book, but it's challenging when our team prefers to remain out of the public eye, especially in Japan where privacy is valued.

IGN: With the ongoing conversation about generative AI in the industry, how do you respond to those who believe they can spot AI-generated art?

Buckley: Many of the arguments against us stem from misinterpretations of comments our CEO made years ago and a misunderstanding of our game AI: Art Imposter. We're an open development company where developers can choose their projects, which led to some confusion. But the accusations are hollow and frustrating.

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 deeply integrated into daily life. However, online gaming communities can be intense, and while we can handle criticism, death threats cross a line. We work long hours on the game, and it's disheartening when our efforts are met with such hostility over issues we're actively trying to resolve.

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

Buckley: There's a trend where some people take contrarian stances just for the reaction, which can skew perceptions of games. Luckily, Palworld has mostly avoided being dragged into broader social and political debates, focusing instead on gameplay feedback.

IGN: You mentioned in your talk that the majority of the negative feedback came from the Western audience. Why do you think that is?

Buckley: It's hard to say. In Japan, opinions about us are split, and we focus on overseas markets with a Japanese flair, which can be divisive. The intense feedback, including death threats, was predominantly in English, suggesting a cultural difference in how games are discussed online.

Palworld Screens

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IGN: Given Palworld's success, has it changed how Pocketpair operates or your future plans?

Buckley: While it hasn't changed our studio culture, it has impacted our future plans. We're hiring more developers and artists to speed up development, but our CEO wants to keep the studio relatively small. The success of Palworld was unexpected, and it's still surreal to us.

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

Buckley: Absolutely, Palworld isn't going anywhere. We're exploring its potential as both a game and an IP, though we're also committed to other projects like Craftopia.

IGN: There was some confusion about a partnership with Sony. Can you clarify that?

Buckley: We're not owned by Sony. That's a common misconception. Our CEO would never allow the studio to be acquired; he values independence and doing things his way.

IGN: How do you view the competition with games like Pokemon, especially after their recent releases?

Buckley: We don't see Pokemon as direct competition. Our audiences and game systems are different. The comparisons are often stirred by online communities rather than reflecting real competition. We're more focused on other survival games like Nightingale and Enshrouded.

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

Buckley: It's a beefy game, so it would be challenging on the current Switch. For the Switch 2, we're waiting to see the specs, but if it's capable, it's definitely something we'd consider, especially given our success with the Steam Deck.

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

Buckley: I encourage anyone who's only heard about Palworld through drama or memes to give it a try. We're considering a demo to let people experience the game for themselves. It's not what many people think it is, and we're far from the negative image some have painted of us.

Last year was exceptional for the gaming industry, with games like Palworld, Helldivers 2, and Black Myth: Wukong achieving unprecedented success. It was a whirlwind year, and emotions ran high, which might have contributed to the heightened online discourse around games like ours.