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Update: Palworld will remain buy-to-play.
Palworld, the hit open-world survival crafting game, is at a crossroads. Developer PocketPair is currently deliberating on the game’s future direction, considering whether to transition from a traditional buy-to-play model to a live-service one.
In a recent interview with ASCII.jp, PocketPair CEO Mizube discussed the complexities of this decision. “While a live-service model offers greater long-term stability and potential for growth, converting Palworld would present significant challenges,” Mizube explained. The game was not originally designed with live-service mechanics in mind, and transitioning would require substantial changes to its core structure.
One of the primary concerns is the impact on existing players. Shifting to a free-to-play model with microtransactions could alienate the dedicated fanbase that has already purchased the game. Additionally, integrating live-service elements seamlessly into Palworld‘s existing gameplay would be a complex undertaking.
Mizube also touched on the potential benefits of a live-service model. “A live-service approach could allow us to continuously support Palworld with fresh content and updates,” he said. “This could attract new players and keep existing ones engaged.”
Despite the potential advantages, PocketPair is cautious about making a hasty decision. “We’re carefully considering all the options and weighing the pros and cons,” Mizube stated. “Our goal is to find a path that benefits both the players and the game.”
The company is also exploring alternative monetization strategies, such as additional paid DLC or merchandise, but Mizube ruled out advertising as a viable option for PC games like Palworld. “PC gamers, especially those on Steam, generally have a strong aversion to in-game advertising,” he explained.
Ultimately, the decision of whether to transition Palworld to a live-service model will depend on a variety of factors, including player feedback, market trends, and the company’s long-term vision. PocketPair is committed to making a choice that will ensure the game’s continued success and satisfaction of its player base.
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Mizube: “To be honest, we haven’t decided yet. We’ll definitely continue adding general content, like creating new maps and introducing new Pals. We might also add raid bosses for everyone to fight together. But for Palworld’s future, there are two major directions we’re considering: evolving it into a packaged game or a live-service game. From a business standpoint, a live-service game would be more stable and have a longer lifespan. However, Palworld wasn’t designed with that in mind from the beginning, so transitioning to a live-service model would be challenging.
Ultimately, the most important thing is what the players want. To make Palworld a live-service game, we would first need to make it free-to-play. It’s common for live-service games to add microtransactions like skins or battle passes, but since Palworld is a buy-to-play game, making that transition would be difficult.
Right now, we’re trying to figure out how to keep our existing players happy while attracting new ones. There are some successful examples of games that have transitioned from pay-to-play to free-to-play, like PUBG and Fall Guys. But it takes several years to make that kind of shift.
While I understand the business benefits of a live-service model, it’s not that simple.
We’ve also received suggestions about monetizing through advertising, but I believe that’s more suitable for mobile games. As far as I know, there aren’t many successful examples of PC games monetized through ads. Even if it were possible on PC, Steam users generally hate ads. Many users would be upset if we added ads to the game.
So, we’re carefully considering all our options right now.”



