Home >  News >  Palworld Director Addresses AI Controversy, Online Challenges, and Misconceptions

Palworld Director Addresses AI Controversy, Online Challenges, and Misconceptions

Authore: CamilaUpdate:May 03,2025

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 at the conference titled 'Community Management Summit: A Palworld Roller Coaster: Surviving the Drop,' Buckley candidly discussed various challenges Palworld faced, including accusations of using generative AI and stealing Pokémon models, which have been debunked. He also touched on Nintendo's patent infringement lawsuit against the studio, which came as a surprise and was not anticipated.

Given the depth of Buckley's insights on Pocketpair's community struggles and successes, we've decided to publish the full extended interview here. For those seeking a more concise version, you can find links to shorter stories on Buckley's comments regarding the possibility of Palworld coming to the Nintendo Switch 2, the studio's reaction to being labeled "Pokémon with guns," and the likelihood of Pocketpair being acquired.

Play

This 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: No, it hasn't affected our ability to update the game or progress. It's more of a constant presence that weighs on us, affecting morale more than anything else. Of course, we've had to hire lawyers, but that's something handled by our top executives.

IGN: You seemed to dislike the "Pokémon with guns" moniker in your talk. Why is that?

Buckley: Many believe that was our goal from the start, but it wasn't. Our inspiration was more aligned with ARK: Survival Evolved, aiming for more automation and unique personalities for each creature. The "Pokémon with guns" label emerged after our first trailer, and while it caught attention, it doesn't reflect the true nature of the game.

IGN: You mentioned not understanding why Palworld became so popular. How did the "Pokémon with guns" label contribute?

Buckley: That label definitely played a role in the game's viral spread. However, it's frustrating when people assume that's what the game is without trying it. We'd prefer if people gave it a chance before labeling it.

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

Buckley: Maybe something like "Palworld: It's like ARK meeting Factorio and Happy Tree Friends." It's not as catchy, but it's closer to what we aimed for.

Play

IGN: How did the accusations of using AI-generated art impact the team internally?

Buckley: It was a huge blow, particularly to our artists, especially our Pal concept artists who've been with us from the start. The accusations are baseless, and it's tough to counter them effectively, especially since our team, predominantly female in Japan, prefers to stay out of the public eye.

IGN: The industry is discussing generative AI art. Why do you think people struggle to differentiate it from human-made art?

Buckley: A lot of the arguments against us are based on misunderstandings, like our CEO's comments on AI or our unrelated game AI: Art Imposter. It's frustrating, but we're trying to clarify our stance.

IGN: What's your view on the state of online gaming communities and the role of social media?

Buckley: Social media is vital for us, especially in Asia where it's deeply ingrained. However, online communities can be intense, and while we understand the passion, the death threats we receive are hard to fathom. We're just as affected by game issues as our players are, if not more so.

IGN: Has social media's impact on gaming communities worsened recently?

Buckley: There's a trend where people say the opposite just to provoke reactions. Luckily, Palworld has largely avoided this kind of controversy, focusing more on gameplay issues.

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

Buckley: It's a mystery to us. In Japan, opinions are split, but overseas, we seem to be an easy target. The criticism has since become more manageable.

Palworld Screens

17 Images

IGN: Palworld's success was unexpected. Has it changed how the studio operates?

Buckley: It's changed our future plans, but not our core operations. We're hiring more developers and artists to speed up development, but our company culture remains unchanged. Our CEO wants to keep the studio relatively small.

IGN: Do you expect to support Palworld for a long time?

Buckley: Absolutely, though we're not sure what form it will take. We're also working on other projects like Craftopia, and we're trying to balance that with Palworld's ongoing development and its IP growth.

IGN: There was confusion about a partnership. Could you clarify?

Buckley: Yes, many misunderstand our relationship with Sony. We're not owned by them. We're involved with Aniplex and Sony Music for Palworld's IP, but not in a way that suggests ownership.

IGN: Is there a possibility of Pocketpair being acquired?

Buckley: Highly unlikely. Our CEO values independence and wouldn't allow it. He might consider it in the distant future, but not anytime soon.

IGN: How do you see Palworld competing with games like Pokémon?

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

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

Buckley: If we can optimize it for the Switch, we would. We're waiting for details on the Switch 2's specs, but we're hopeful if it's powerful enough.

IGN: What's your message for those who misunderstand Palworld?

Buckley: I believe many misunderstand the game based on news and drama. I encourage them to play it for themselves. We're considering a demo to help people experience what Palworld really is. We're a small, dedicated team, not the "seedy and scummy" company some portray us to be.

Last year was exceptionally successful for games like Palworld, Helldivers 2, and Black Myth: Wukong, and emotions were high. We hope to continue doing well and remain a positive force in the gaming community.