Home News Palworld Director Clarifies AI Controversy, Online Issues, and Misunderstandings

Palworld Director Clarifies AI Controversy, Online Issues, and Misunderstandings

Author : Ethan Update : Apr 13,2025

At the recent Game Developers Conference (GDC), we had the privilege of engaging in a comprehensive discussion with John "Bucky" Buckley, the communications director and publishing manager for Pocketpair, the developers behind Palworld. This conversation followed Buckley's insightful presentation at the 'Community Management Summit: A Palworld Roller Coaster: Surviving the Drop,' where he openly addressed several challenges faced by Palworld, including allegations of using generative AI and copying Pokémon models. These claims have been thoroughly debunked by Pocketpair. Buckley also touched on the unexpected patent infringement lawsuit filed by Nintendo, describing it as a "shock" to the studio.

Given the depth and richness of our discussion, we've decided to share the full extended interview here. For those seeking a more concise overview, you can find shorter articles on Buckley's thoughts regarding the potential release of Palworld on the Nintendo Switch 2, the studio's response to the "Pokémon with guns" label, and whether Pocketpair might ever consider being acquired.

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IGN: Let's start with the difficult question about the lawsuit, which you briefly mentioned during your GDC talk. Has it affected Pocketpair's ability to update and move forward with Palworld?

John Buckley: No, the lawsuit hasn't hindered our ability to update the game or move forward with development. It's more of a constant presence that affects morale within the company. While we've had to engage legal support, it hasn't impacted our game development directly. It's primarily a morale issue.

IGN: Moving on, you seemed to dislike the "Pokémon with guns" moniker during your talk. Could you explain why?

Buckley: Many believe this was our original goal, but it wasn't. Our inspiration was more aligned with ARK: Survival Evolved, aiming to enhance automation and give each creature unique personalities. When the "Pokémon with guns" label emerged after our first trailer, we weren't thrilled, but it's something we've come to accept.

IGN: You mentioned in your talk that you couldn't explain Palworld's massive success. Was the "Pokémon with guns" label a significant factor?

Buckley: Yes, it definitely played a role. However, what frustrates us is 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 moniker for Palworld, what would it be?

Buckley: Perhaps something like "Palworld: It's kind of like ARK if ARK met Factorio and Happy Tree Friends." It's not as catchy, but it better reflects the game's essence.

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

Buckley: It had a massive impact, especially on our artists, particularly our Pal concept artists. It's frustrating because these allegations are baseless. We've tried to counter them, including releasing an art book, but it's challenging, especially since our artists prefer to stay out of the public eye.

IGN: This brings up broader industry discussions about generative AI. People often think they can easily spot it, but it's not always that simple, right?

Buckley: Exactly. Much of the criticism stems from misinterpretations of comments our CEO made years ago and a game called AI: Art Imposter, which was meant to be a humorous party game but was misunderstood as an endorsement of AI art.

IGN: What's your take on the state of online gaming communities? Is social media still useful for you?

Buckley: Social media is crucial for us, especially given our strong presence in Asian markets. However, online communities can be intense. While we can handle criticism, death threats are particularly upsetting and illogical.

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

Buckley: There's a trend where some individuals deliberately take opposing stances for attention. Luckily, Palworld has largely avoided being dragged into political or social controversies, focusing more on gameplay-related feedback.

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

Buckley: It's puzzling. In Japan, opinions about us are split. We focus on overseas markets with a Japanese flair, and some Japanese gamers don't appreciate our indie label. The Western backlash, especially the death threats, was predominantly in English.

Palworld Screens

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

Buckley: It has influenced our future plans, but the studio's core culture remains unchanged. We're hiring more developers and artists to speed up development, but our CEO wants to keep the company relatively small.

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

Buckley: Yes, our server team and developer and artist teams have grown. We're focused on speeding up development to better serve our fans, but the company culture hasn't shifted significantly.

IGN: You didn't anticipate this level of success, did you?

Buckley: We knew we had a good game, but reaching tens of millions in sales is surreal. It's challenging to grasp and manage.

IGN: Do you see Palworld being supported for a long time?

Buckley: Absolutely. Palworld isn't going anywhere, though its future form is uncertain. We're also working on other projects like Craftopia and supporting individual initiatives within the company.

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

Buckley: There's a misconception that we're owned by Sony. We're not. We're working with Aniplex and Sony Music on the Palworld IP, but we're steering the game's development independently.

IGN: Would Pocketpair ever consider being acquired?

Buckley: Our CEO would never allow it. He values independence and doesn't want to be told what to do.

IGN: Do you see Pokémon as a competitor?

Buckley: Not really. Our game systems are very different, and our audiences don't overlap much. We're more focused on other survival games like Nightingale and Enshrouded. Competition in gaming often feels manufactured for marketing purposes.

IGN: Would you ever release Palworld on the Switch?

Buckley: If we could optimize it for the Switch, we would. The Switch 2 might be an option if it has the necessary specs. We've already optimized for the Steam Deck.

IGN: It seems like Palworld is misunderstood by those outside its community. What's your message to them?

Buckley: Many only know Palworld from the drama and news. I encourage them to play it themselves. We're considering a demo to help people experience it firsthand. We're not as controversial as some might think, and we prioritize protecting our team from public scrutiny.

The internet often distills complex games into memes, like the "Pokémon with guns" video for Palworld. Last year was exceptional for the gaming industry, with numerous successful titles like Palworld, Black Myth: Wukong, and Helldivers 2, leading to heightened emotions and discussions.