"Palworld devs are wild, they learned game development on the job, had a tiny budget, and switched from Unity to Unreal without knowing how to use it. They added guns to appeal to Americans, and the character creator is to let people make hot characters. No version control, just flash drives. They're not here for the social media freaks, just making a fun game for normal folks. And that's all that matters, right? Who cares about the haters?!" 🤯🎮
The Making of Palworld
Table of Contents
The developers of Palworld are based af and as duck, according to initial reports. They didn't even have an interview process, just an impromptu gathering with Po World guys on Japanese TV. Apparently, none of them knew how to develop a game, learning everything from scratch on the job with a budget of only $10,000. Most of the models and gun designs were done by a middle schooler working part-time, and the developers initially used Unity but then switched to Unreal due to lag. However, none of them knew how to use Unreal, so they had to split up the task of learning the new software.
Working with Unreal
The decision to use Unreal was driven by the developers' lack of expertise and the need for a more user-friendly interface. The senior developer had to teach everyone how to use Unreal, highlighting the challenges the team faced during the production phase.
Target Audience and Controversies
The choice to center the game around Pokémon with guns was allegedly influenced by a desire to cater to the American market. The gender-neutral character creator was intended to appeal to a wider audience but sparked controversy. The need for normal characters with regular proportions and attractiveness was emphasized, discounting any idea that American audiences wanted unconventional avatars.
Key Takeaways |
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- Team members had little expertise initially |
- Transition from Unity to Unreal was challenging |
- Controversial character creator decisions |
Design and Publication
The team also admitted to not using any version control while working and opted to copy all files onto flash drives daily. Despite their modest background, the team managed to bypass the stringent hiring process of large companies and found a platform on Steam. However, doubts were expressed about their game being suitable for Nintendo as they prefer to make groundbreaking games without a specific creative vision.
Peculiar Controversy
The controversial comments about problems such as AI slavery and bestiality were seen as non-issues, promoting the idea that audiences are primarily interested in a good game rather than fictitious moral problems in video games.
Cultural Impact and Criticism
The game seemed successful despite initial criticisms and stirred discussions about what truly appeals to gamers. The team revealed how they saw through this apparent backlash and recognized the importance of focusing on good gameplay instead of pandering to oversensitive critics in gaming journalism.
Conclusion |
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- Focus on fun gameplay prevails despite controversies |
- Key to success is catering to normal customers |
Societal Critique
The developers also criticized the impact of a minority of gamers influencing game development with their singular preferences. They called out the game development industry for supporting niche views instead of creating games that cater to the broader audience. The developers argued against the over-politicization of games and advocated for the prioritization of fun over political connotations.
Societal Impact
The team's criticisms extended to gaming culture being dictated by a few vocal critics, calling for a return to developing games for normal people and away from perpetuating the concerns pushed by a select few.
Key Takeaways |
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- Advocacy for less political input in game development |
- Priority of fun gameplay over niche preferences |