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Crimson Desert is overshadowed by “the same safe, conventional AAA games,” says Palworld lead
Palworld publishing lead John ‘Bucky’ Buckley says Crimson Desert is being underrated because it does not fit the familiar mould of a linear story-led role-playing game. He argues that its technical ambition and broad mechanics deserve recognition, even though the game is imperfect, and says the industry often rewards conventional AAA releases over riskier ideas.
His comments came as the game’s first DLC, Charting the Unknown, launched and drew mixed reviews. The DLC has a 72% Steam rating, with some players saying it feels unfinished and needs more work. Buckley broadened his criticism beyond the DLC, pointing to what he sees as a recurring preference for safer games.
In short
- A Palworld publishing lead says Crimson Desert’s ambition is being overlooked.
- He criticises the industry’s preference for conventional AAA games.
- The new DLC has a 72% Steam rating and mixed player feedback.
Steelman: both sides, in good faith
The strongest fair case each way — we don't pick a winner.
The case for
Buckley’s criticism reflects a concern that familiar formulas can dominate attention and investment, making it harder for ambitious games with unusual mechanics or technical aims to receive a fair hearing. Even when a game is imperfect, recognising its experimentation may encourage greater creative risk across the industry.
The case against
Familiar story-led formats can be popular because they offer coherent pacing, polished execution and clear expectations, rather than simply because audiences or critics resist novelty. Mixed reactions to the DLC may also reflect concrete concerns about its unfinished feel; ambition alone does not require players to overlook shortcomings or rate a release more highly.
Explained simply
Crimson Desert is a large-scale fantasy adventure game made by South Korean studio Pearl Abyss. It combines exploration, combat and other activities in an open world, rather than following only a straightforward, story-led path. Its wide range of systems and technical ambitions have drawn attention, alongside criticism of aspects of the game.
John “Bucky” Buckley is a publishing lead at Pocketpair, the studio behind Palworld. His comments reflect a wider debate about which kinds of big-budget games receive attention and support, and whether games that take less familiar approaches are judged differently. The discussion matters to players and developers because expectations about what a major game should be can shape which projects get made and how they are received.