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

Palworld Director Clarifies AI Controversy, Online Issues, and Misunderstandings

Author : Aiden Apr 23,2025

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, 'Community Management Summit: A Palworld Roller Coaster: Surviving the Drop,' Buckley shared insights into Palworld's challenges, including accusations of using generative AI and stealing Pokemon models, which have been debunked. He also touched on Nintendo's patent infringement lawsuit against the studio, describing it as a shock.

Given the rich insights from our discussion, we've decided to publish the full interview here, although shorter versions are available. For those interested in specific topics, you can follow these links to read about the potential of Palworld coming to the Nintendo Switch 2, the studio's response to being called "Pokemon with guns," and whether Pocketpair would consider acquisition.

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IGN: Let's start with the lawsuit you 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. It's more of a constant presence that affects morale, but development remains unaffected. It's primarily a concern for our top executives and lawyers, not the development team.

IGN: You seemed to dislike the 'Pokemon with guns' label. Why is that?

Buckley: That label wasn't our goal. We aimed to create a game similar to ARK: Survival Evolved but with more automation and personality in the creatures. The 'Pokemon with guns' tag came after our first trailer, and while it caught on, it doesn't accurately represent our game's essence.

IGN: You mentioned not understanding why Palworld became so popular. Was the 'Pokemon with guns' label a significant factor?

Buckley: It definitely played a role. However, we wish people would play the game before forming opinions, as it's not what the label suggests. If we had to describe it, we'd say it's like ARK meeting Factorio and Happy Tree Friends.

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IGN: The AI slop accusations were also a point of contention. How did that affect your team?

Buckley: It was deeply upsetting, especially for our artists. Despite releasing an art book to refute these claims, the impact hasn't been as significant as we hoped. Many of our artists, particularly the female ones in Japan, prefer to stay out of the public eye, making it challenging to address these accusations effectively.

IGN: What's your view 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 a primary communication tool. While online communities can be intense, we understand the emotional responses. However, the death threats we receive are illogical and deeply concerning. We work tirelessly to improve the game, and such extreme reactions are disheartening.

IGN: Do you feel social media has worsened recently?

Buckley: There's a trend of people taking contrarian stances for attention. Fortunately, Palworld has largely avoided being dragged into political or social debates, focusing more on gameplay issues.

IGN: You mentioned that the majority of the criticism came from Western audiences. Why do you think that is?

Buckley: We're not entirely sure. In Japan, opinions are split, and we target the overseas market first, which might contribute to the divide. The backlash has significantly reduced over time.

Palworld Screens

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IGN: Has Palworld's success changed how Pocketpair operates?

Buckley: It has influenced our future plans, but the studio's culture remains unchanged. We've expanded our server and development teams to speed up development, but our CEO wants to keep the company small, at around 70 people.

IGN: With Palworld's success, do you see it as a long-term project?

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

IGN: What about the possibility of being acquired?

Buckley: Our CEO is firmly against acquisition. He values independence and doing things his way.

IGN: How do you view the competition with games like Pokemon?

Buckley: We don't see it as competition. Our audience and systems are different. We focus more on timing and other survival games like Nightingale and Enshrouded rather than direct competition.

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

Buckley: We would if the Switch could handle it, but it's a demanding game. We're waiting to see the specs of the Switch 2 before making any decisions.

IGN: For those who haven't played Palworld and might misunderstand it, what's your message?

Buckley: I encourage everyone to play it. A demo could help people see that the game is far from what's been portrayed in the media. We're a dedicated team, and we're not as 'scummy' as some might think. Last year was exceptional for gaming, and Palworld's success was part of that.