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

Palworld's Communications Director Addresses AI Controversy and Misunderstandings

by Nicholas May 14,2025

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 Palworld developer Pocketpair. Following his talk titled 'Community Management Summit: A Palworld Roller Coaster: Surviving the Drop,' Buckley shared insights into Palworld's challenges, including accusations of using generative AI (which Pocketpair has debunked) and claims of stealing Pokémon models (retracted by the original accuser). Buckley also touched on Nintendo's patent infringement lawsuit, describing it as a surprising development for the studio.

We've already covered some highlights from our discussion with Buckley in shorter articles. However, given the comprehensive insights he shared about Pocketpair's community management, we've decided to publish the full extended interview here. For those seeking a more concise summary, you can find Buckley's thoughts on potential Palworld releases for the Nintendo Switch 2, reactions to the "Pokémon with guns" label, and the possibility of Pocketpair's acquisition at the provided links.

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This interview has been lightly edited for clarity:

IGN: I'm going to start with the question you can't fully answer. You mentioned the lawsuit 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 affected our ability to update the game or progress. It's more of a constant presence that affects our morale. It's something everyone thinks about, but it doesn't hinder our game development. It's mostly a morale issue, and of course, there are legal costs, but those are handled by the top executives.

IGN: I was intrigued by your reaction to the "Pokémon with guns" label in your talk. Why didn't you seem to embrace it?

Buckley: Many people think that was our initial goal, but it wasn't. Our inspiration was more akin to ARK: Survival Evolved, with a focus on automation and giving creatures more personality. We wanted to expand on what we loved about ARK and our previous game, Craftopia. The "Pokémon with guns" label emerged after our first trailer, and while it wasn't our preference, it's what stuck.

IGN: You mentioned not understanding why Palworld took off as it did. Was the "Pokémon with guns" label a significant factor?

Buckley: Definitely, it played a big role. But 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 labeling it.

IGN: How would you have described Palworld?

Buckley: I might have said, "Palworld: It's like ARK if it met Factorio and Happy Tree Friends." It's not as catchy, but it's more accurate.

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IGN: You also addressed the criticism about the game being "AI slop." How did this impact your team internally?

Buckley: It was a huge issue for us, especially for our artists. It's frustrating because it's baseless. Our artists, particularly our Pal concept artists, were deeply affected. We tried to counter it with an art book, but it didn't fully resolve the issue. Our artists prefer to stay out of the public eye, which makes it harder to refute these claims.

IGN: The gaming industry is discussing generative AI. How do you respond to claims about AI in your game?

Buckley: Most of these arguments stem from a misinterpreted comment by our CEO and a party game we developed called AI: Art Imposter. The game was meant to be ironic, but it was misconstrued as an endorsement of AI. It's frustrating, but it's part of our journey.

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

Buckley: Social media is crucial for us, especially in Asia where our games are popular. However, online communities can be intense, and we often face emotional reactions. We understand the frustration, but the death threats we receive are illogical and hurtful. We're dedicated to fixing issues, and we wish for more understanding from our players.

IGN: Do you think social media is getting worse?

Buckley: There's a trend of people saying the opposite just to get reactions, which seems to be encouraged by social media algorithms. Luckily, Palworld has mostly avoided these controversies and focused on game-related feedback.

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

Buckley: It's a mystery to us too. In Japan, opinions about us are split, but we focus more on overseas markets. Maybe we were an easy target at the time, but the intensity has decreased.

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IGN: Palworld was incredibly successful. How has this changed your studio?

Buckley: It's changed our future plans, but not the studio's core. We're hiring more developers and artists to speed up development, but our culture remains the same. Our CEO wants to keep the studio small, despite our growth to 70 people.

IGN: Did you expect this level of success?

Buckley: We knew it was a good game, but this level of success was unexpected. A million sales for an indie game is a huge achievement, and reaching tens of millions is surreal. It's challenging to manage the scale of success.

IGN: Will Pocketpair support Palworld long-term?

Buckley: Absolutely, Palworld isn't going anywhere. We're not sure what form it will take, but we'll keep supporting it. We're also working on other projects like Craftopia and exploring new ideas within the company.

IGN: What about the misunderstood partnership with Sony?

Buckley: It's often misunderstood. We're not owned by Sony, and that will likely remain a misconception.

IGN: Would Pocketpair ever consider being acquired?

Buckley: Our CEO would never allow it. He values his independence and doing things his way. Maybe in the future, but not in my lifetime.

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

Buckley: We don't see much crossover with Pokémon's audience, and our systems are different. We're more focused on other survival games like Nightingale and Enshrouded. Competition in gaming is often manufactured, and we're more concerned with timing than direct competition.

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

Buckley: If we could make it work on the Switch, we would, but it's a demanding game. We're waiting to see the specs of the Switch 2 before deciding. We've done significant optimization for the Steam Deck, so we're open to more handheld releases.

IGN: What's your message to those who misunderstand Palworld without playing it?

Buckley: I think many people misunderstand the game based on news and drama. My advice is to play it. We're considering a demo to give people a chance to experience it firsthand. It's not what many imagine, and we're not as "seedy" as some might think. Our approach to privacy may have contributed to our reputation, but it's essential to protect our team.

IGN: Last year was a remarkable year for games. How do you reflect on it?

Buckley: 2024 was an exceptional year with many successful games like Palworld, Helldivers 2, and Black Myth: Wukong. It was a whirlwind of success and emotions, and it will be remembered for years to come.