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

Palworld's Director Clarifies AI Controversy, Online Issues, and Misunderstandings

by Blake Apr 22,2025

At the Game Developers Conference (GDC) last month, we had an in-depth discussion with John "Bucky" Buckley, the communications director and publishing manager for Palworld's developer, Pocketpair. Following his 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 Pokémon models, which Pocketpair has debunked and the accuser has retracted. He also touched on the unexpected patent infringement lawsuit from Nintendo, which was a surprise to the studio.

We've covered some highlights from our conversation in shorter articles, but given the depth of Buckley's insights into Pocketpair's community management, we're publishing the full interview here. For those interested in specific topics, you can find Buckley's thoughts on the possibility of Palworld coming to the Nintendo Switch 2, the studio's reaction to the "Pokemon with guns" label, and whether Pocketpair might be acquired at the provided links.

PlayThis interview has been lightly edited for clarity:

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 with development. It's more of a constant presence that affects the morale of the company. Of course, it involves lawyers and those at the top, but it hasn't directly impacted our development process.

IGN: You seemed to dislike the 'Pokemon with guns' label in your talk. Can you explain why?

Buckley: Many think we started with that concept, but that wasn't our goal. We were inspired by ARK: Survival Evolved and wanted to create something with more automation and personality in the creatures, similar to what we loved about ARK and our previous game, Craftopia. The 'Pokemon with guns' label came after our first trailer, and while it's catchy, it doesn't accurately represent our game.

IGN: You mentioned not understanding why Palworld took off so significantly. Do you think the 'Pokemon with guns' label played a role?

Buckley: Absolutely, it was a big factor. But what bothers us is when people assume that's what the game is without playing it. We'd prefer people give it a chance before forming an opinion.

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

Buckley: Perhaps something like "Palworld: It's like ARK meets Factorio and Happy Tree Friends." It might not be as catchy, but it's more reflective of our vision.

IGN: You also discussed the criticism that Palworld used AI-generated art. How did this impact your team?

Buckley: It was a massive blow, especially for our artists, particularly our Pal concept artists. It's hard to refute these claims, especially since our team prefers to stay out of the public eye. We released an art book to combat these accusations, but it didn't have the impact we hoped for.

IGN: How do you view the broader online gaming communities and the role of social media?

Buckley: Social media is crucial for us, especially in our primary markets of Japan and China. However, online gaming communities can be intense, and while we can handle criticism, death threats are another matter. These often stem from frustrations over bugs, but they're usually illogical. We work tirelessly to fix these issues, and it's disheartening when our efforts are met with such hostility.

IGN: Do you think social media has become more negative recently?

Buckley: There's definitely a trend where people say things just to provoke reactions, which can fuel negativity. Fortunately, Palworld has mostly avoided getting caught up in broader social and political debates, focusing more on game-related feedback.

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

Buckley: It's hard to pinpoint, but in Japan, opinions about us are split. We focus on overseas markets with a Japanese flair, which might not sit well with everyone. The Western audience's reaction might have been due to the timing and the nature of the game.

Palworld Screens

17 Images

IGN: Has Palworld's unexpected success changed how Pocketpair operates or its future plans?

Buckley: It has influenced our future plans but not our core operations. We're hiring more developers and artists to speed up development, but our company culture remains largely unchanged.

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

Buckley: Palworld isn't going anywhere. We're not sure what form it will take in the future, but we're committed to it while also exploring other projects like Craftopia.

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

Buckley: Yes, people often think we're owned by Sony, which isn't true. We're working with Aniplex and Sony Music on Palworld as an IP, but we're not owned by them.

IGN: Would Pocketpair ever consider being acquired?

Buckley: Our CEO would never allow it. He values independence and doing his own thing.

IGN: Do you see Pokémon as a competitor?

Buckley: Not really. Our audiences and game systems are quite different. We focus more on games like Nightingale and Enshrouded, which are more similar to Palworld.

IGN: Would you ever release Palworld on the Nintendo Switch?

Buckley: If we could optimize it for the Switch, we would. We're waiting to see the specs for the Switch 2, but we're optimistic about getting it on more handhelds.

IGN: What message would you give to those who misunderstand Palworld without playing it?

Buckley: I think many misunderstand what the game is based on news and drama. I encourage them to play it, even if just for an hour. We're considering a demo to help people experience the game for themselves. We're not the 'seedy and scummy' company some think we are; we're just focused on making great games.

IGN: How do you reflect on the success of Palworld and the gaming industry in 2024?

Buckley: Last year was extraordinary for games, with titles like Palworld, Helldivers 2, and Black Myth: Wukong achieving unprecedented success. It was a crazy year, and emotions ran high, which might have contributed to the intense reactions we saw.