by Anthony Apr 24,2025
At the Game Developers Conference (GDC) last month, we had the privilege of engaging in an in-depth discussion with John "Bucky" Buckley, the communications director and publishing manager for Palworld developer Pocketpair. This conversation followed his insightful presentation titled 'Community Management Summit: A Palworld Roller Coaster: Surviving the Drop,' where he openly discussed several challenges Palworld faced, including accusations of using generative AI (which Pocketpair has convincingly debunked) and allegations of copying Pokémon's models for their Pals (a claim that has been retracted by its originator). Buckley also touched on the unexpected patent infringement lawsuit from Nintendo, describing it as a "shock" to the studio and something they had not anticipated.
While we have covered various aspects of our conversation in shorter pieces, the richness of Buckley's insights into Pocketpair's community management efforts prompted us to share the full interview. For those interested in specific topics, you can find Buckley's thoughts on the potential release of Palworld on the Nintendo Switch 2, reactions to the "Pokémon with guns" label, and the possibility of Pocketpair being acquired at the provided links.
IGN: Let's start with the unavoidable question about the lawsuit, which you briefly mentioned in your GDC talk. Has it impacted Pocketpair's ability to move forward and update 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 morale within the company rather than our development process. Of course, legal fees are involved, but those are handled at the executive level. It's the emotional toll that's more significant for us.
IGN: During your talk, you seemed to dislike the "Pokémon with guns" moniker. Why is that?
Buckley: Many people think this was our goal from the start, but it wasn't. Our vision was to create a game similar to ARK: Survival Evolved, but with more automation and unique creature personalities. The "Pokémon with guns" label emerged after our first trailer, and while we weren't thrilled about it, it's become part of our narrative.
IGN: You mentioned in your talk that you couldn't explain why Palworld took off. Do you think the "Pokémon with guns" label played a role?
Buckley: Absolutely, it played a significant role in generating buzz. However, it's frustrating when people assume that's what the game is without playing it. We encourage everyone to try it and form their own opinion.
IGN: How would you have described Palworld if you had the chance?
Buckley: I might have said, "Palworld: It's kind of like ARK if it met Factorio and Happy Tree Friends." It's a bit of a mouthful, but it captures the essence of what we aimed for.
IGN: You also addressed the criticism that Palworld used AI-generated art. How did this affect your team?
Buckley: It had a massive impact, especially on our artists, particularly our Pal concept artists. These accusations are baseless and deeply upsetting. We released an art book to counter these claims, but the challenge of refuting them persists, especially since our artists prefer to stay out of the public eye.
IGN: The gaming industry is grappling with generative AI. How do you respond to the skepticism about AI art?
Buckley: Much of the skepticism stems from misinterpretations of comments our CEO made years ago and the release of our game AI: Art Imposter, which was intended as a fun, ironic party game. Unfortunately, it's been misconstrued as an endorsement of AI art.
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 the Asian market where it's deeply integrated into daily life. However, online gaming communities can be intense, with emotions running high. We understand the frustration when bugs occur, but the death threats we receive are disproportionate and illogical. We're working hard to fix issues, and we wish for more empathy from the community.
IGN: Do you think social media is getting worse?
Buckley: There's a trend where some users deliberately take opposing views for attention, which can skew discussions. Fortunately, Palworld has largely avoided being dragged into political or social controversies, focusing instead on gameplay-related feedback.
IGN: You mentioned that the majority of the criticism came from the Western audience. Why do you think that is?
Buckley: We're not entirely sure, but in Japan, opinions about us are split. Our approach of targeting overseas markets first might contribute to this. The backlash was particularly intense in English-speaking communities.

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IGN: Palworld's success seems to have been unexpected. Has it changed how Pocketpair operates or your future plans?
Buckley: It has influenced our future plans, but our studio culture remains largely unchanged. We're expanding our server and development teams to speed up development, but our CEO prefers to keep the company small and agile.
IGN: Do you anticipate supporting Palworld for a long time?
Buckley: Absolutely, Palworld is here to stay. We're also working on other projects like Craftopia and supporting new ideas within the company. Palworld has evolved into both a game and an IP, with different trajectories for each.
IGN: There was a misunderstanding about a partnership with Sony. Can you clarify that?
Buckley: We're not owned by Sony. That misconception persists, but our CEO is determined to keep the company independent.
IGN: Do you see Pokémon's constant releases and activities as competition?
Buckley: Not really. Our audiences and game systems are quite different. We focus more on other survival games like Nightingale and Enshrouded. The gaming industry's notion of competition often feels manufactured.
IGN: Would you consider releasing Palworld on the Nintendo Switch or its successor?
Buckley: We would if the hardware could handle it. We've optimized the game for Steam Deck, so expanding to more handhelds is something we're interested in, depending on the Switch 2's capabilities.
IGN: What's your message to those who misunderstand Palworld without playing it?
Buckley: I think many people have misconceptions based on the drama surrounding the game. I encourage them to play it, even if just for an hour. We're considering a demo to help people experience Palworld firsthand. We're not the 'seedy and scummy' company some perceive us to be; we're just trying to protect our team while delivering a great game.
Last year was exceptional for gaming, with Palworld and other titles achieving unprecedented success. The high emotions and excitement of 2024 will likely be remembered for years to come.
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