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Palworld's Communications Director Addresses AI Controversy and Misunderstandings

Author : David Update:May 29,2025

At the recent Game Developers Conference (GDC), we had the opportunity to sit down with John “Bucky” Buckley, the communications director and publishing manager for Palworld developer Pocketpair. Following his insightful talk titled “Community Management Summit: A Palworld Roller Coaster: Surviving the Drop,” Buckley shared candid insights into the challenges Palworld faced, particularly surrounding accusations of using generative AI and allegedly copying Pokémon models. These claims have since been debunked, and the person who initially made them has retracted their statements. Buckley also touched upon Nintendo’s patent infringement lawsuit against the studio, describing it as unexpected and shocking.

We’ve already covered several highlights of our conversation in shorter articles, but given the depth of Buckley’s reflections on Pocketpair’s community experiences, we decided to share the full interview here. For those interested in a more concise version, we’ve also published pieces on Buckley’s thoughts regarding the potential for Palworld on the Nintendo Switch 2, the studio’s response to the “Pokémon with guns” label, and whether Pocketpair might ever be acquired.

PlayThis interview has been slightly edited for clarity:
**IGN:** First, let’s address the elephant in the room—the ongoing lawsuit. Has this impacted your ability to update the game?

John Buckley: Not really. While it’s always on our minds, it hasn’t hindered our ability to develop or update the game. It’s more about morale within the company. Lawyers are involved, naturally, but most of us aren’t directly affected. It’s just something we have to deal with mentally.

IGN: Moving on, you mentioned the “Pokémon with guns” nickname. Why does that bother you?

Buckley: Many assume we pitched this as our vision early on, but it wasn’t. Our goal was to create something like ARK: Survival Evolved but with more automation and unique personalities for each creature. The first trailer sparked this nickname, which we weren’t thrilled about, but it stuck.

IGN: You admitted you didn’t fully understand why Palworld became so popular. Do you think the “Pokémon with guns” tag contributed?

Buckley: Definitely. Dave Oshry from New Blood even messaged us about the trademark. While it fueled interest, some still cling to that stereotype despite the game being vastly different. We’d prefer people give it a chance before labeling it.

IGN: How would you describe Palworld differently?

Buckley: I’d say it’s like ARK meets Factorio and Happy Tree Friends. It’s a mix of survival, automation, and charm.

IGN: What about the criticism claiming the game relies heavily on AI?

Buckley: It deeply affected us, especially our artists. Some even took it personally. We’ve tried addressing it through an art book, but countering these claims remains challenging. Our artists prefer staying behind the scenes, especially women in Japan, where public exposure isn’t common.

IGN: How do you feel about online gaming communities in general?

Buckley: Social media is crucial for us, especially in Asia. However, the intensity of reactions can be overwhelming. Death threats are particularly disheartening. We’re more hurt by these comments than players because we live and breathe the game.

IGN: Is social media getting worse?

Buckley: Yes, there’s a growing trend of negativity for attention. Some accounts thrive on being contrarian. Luckily, Palworld avoids much of this toxicity, focusing instead on practical feedback.

IGN: Why do you think the backlash was stronger in the West?

Buckley: Japan sees us as divisive—half love us, half hate us. Unlike many Japanese studios, we target global markets and identify as indie, which rubs some locals the wrong way. Most of the backlash was in English, sparing Japan and China.

Palworld Screens

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IGN: Despite the challenges, Palworld succeeded beyond expectations. Has this changed the studio?

Buckley: Success hasn’t altered the studio itself—it remains largely the same. However, we’ve expanded our server and development teams to meet demand. Our culture hasn’t shifted significantly, though we’re growing. Our CEO prefers keeping things intimate, so we’re unlikely to reach hundreds of employees.

IGN: Do you plan to support Palworld indefinitely?

Buckley: Absolutely. Palworld will continue evolving, though its exact form remains uncertain. We’re balancing its growth with other projects like Craftopia and exploring opportunities for individual creativity within the team.

IGN: What’s your key takeaway for those who misunderstand Palworld?

Buckley: Many judge us solely based on headlines. Playing the game would dispel misconceptions. We’re working on a demo to showcase the true experience. The internet often distills complex games into simple memes, but Palworld deserves more credit than that.

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