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《幻獸帕魯》(Palworld),開發商 Pocketpair 社長溝部拓郎接受外媒 VGC 專訪透露在遊戲 1.0 版獲得成功,但仍希望維持獨立開發商的精神。Pocketpair 發行與公關負責人 John「Bucky」Buckley 回應報導後續討論在 X 發文,進一步探討近年來愈來愈模糊的「獨立遊戲」(Indie Game)定義,認為真正重要的並非公司規模或資金來源,而是開發團隊是否擁有創作自由。
Pocketpair 社長溝部拓郎日前接受外媒 VGC 專訪時坦言隨著《幻獸帕魯》成功,公司規模已經不斷擴大,如果單純從規模與數字來看,或許已經接近 AA 級工作室,但 Pocketpair 仍希望保有獨立開發商的精神,能夠不受外界干涉,自由決定想要開發的遊戲。

Bucky 則在 X 表示 Pocketpair 至今仍將自己視為獨立工作室,最直接的理由就是公司完全依靠自有資金經營,《幻獸帕魯》與 Pocketpair 都沒有外部投資者或資金支持。他理解《幻獸帕魯》的商業成功,讓外界開始以不同眼光看待這家公司。
A pretty interesting write-up about how the label “indie” has become so blurred in recent years.
We consider ourselves indie because we have zero outside investment or backing. Palworld and Pocketpair are entirely self-funded, but it’s understandable that our success makes people see us differently.
On the flip side, many studios considered “indie”, including some that have won major awards and achieved huge success, have received funding and backing from much larger companies.
So where does the indie line begin and end?
…comments will quickly say “if you’re over X people then you aren’t Indie” but, I don’t think it can be clearly defined anymore.
For me, creative independence is probably the most important factor. If a studio has genuine creative freedom, then I think it’s fair to consider them independent.
If another entity is exerting creative pressure or making decisions for a studio, then I think that independence becomes questionable.
Even then, plenty of studios receive external funding while retaining complete creative control. I don’t think having a publisher or investor automatically makes a studio any less indie.
So yes, we still call ourselves indie.
I know many people will disagree, and some will point to our size or the amount of money Palworld has made as reasons why we shouldn’t use that label.
But from our pov, we’re 100% self-owned, we have no outside investors to answer to, and we have complete freedom to make the games we want to make.
That’s what being indie means to us.
If you’d rather call us iii or AA, that’s fine too! Ultimately, it’s just a label and all that really matters is that we’re still making fun games.
— Bucky | Palworld (@Bucky_cm) October 29, 2026
另一方面,Bucky 指出,許多被大眾認定為獨立遊戲的作品,甚至是曾獲得重要獎項、取得巨大商業成功的開發團隊,其實背後都有大型企業提供資金或其他形式的支持。這也讓他不禁思考,究竟獨立遊戲與非獨立遊戲之間的界線應該如何劃分?當有人討論這個問題,留言區就會出現「超過多少名員工就不算獨立工作室」之類的說法,但他認為,現在已經很難用這麼簡單的標準來定義。

「對我來說,創作獨立性可能才是最重要的因素。」Bucky 認為如果一家工作室真正擁有創作自由,那麼將其視為獨立開發商並沒有問題。相反地,如果有其他企業或組織對工作室施加創作壓力,甚至直接參與開發決策,那麼這家工作室的獨立性就值得商榷。但他強調即使接受外部資金,仍有許多團隊保有完整的創作主導權,不能僅因為背後有發行商或投資者,就否定獨立身分。

Bucky 再次強調,Pocketpair 的所有權完全由公司自己掌握,沒有需要交代的外部投資者,也不必為了滿足其他企業的要求而改變遊戲開發方向。「沒錯,我們仍然稱自己為獨立工作室。」
I do get what you’re saying, and I don’t disagree completely…but that said, is it really fair to say E33 (for example) isn’t indie just because someone helped with marketing?
I think it’s blurry now, and while we can literally say solo devs with zero money are indie in the truest sense…the industry has matured quite a lot. I just don’t think it is that black and white anymore.
Can we really say “Stardew isn’t indie because Chuckefish helped out with some marketing years ago?”. I think there’s a lot of nuance to the label now.
ut then again, this is all just my opinion.— Bucky | Palworld (@Bucky_cm) October 29, 2026
有獨立開發者反駁「不靠外部資金,自行開發發行遊戲、那就是獨立的本意」Bucky 則舉了《光與影:33號遠征隊》作例子,僅僅因為有人幫忙行銷就不是獨立遊戲真的公平嗎?他認為字面上來說自有資金的單人開發才是最純粹的,但因為產業成熟了,這件事情就不再黑白分明。「《星露谷》不是獨立遊戲,只因為 Chuckefish 幾年前幫忙做了些行銷嗎?」他認為有很多探討空間。

他也知道很多人不會同意,也有人會拿 Pocketpair 在《幻獸帕魯》賺進多少錢來反駁,但從他們角度,完全自主的公司所有權、資金與創作決策權,就是獨立遊戲開發商的意義。至於外界如果更願意將 Pocketpair 歸類為 III 或 AA 級工作室,他也完全可以接受。因為說到底這些都只是標籤,真正重要的事情始終只有一件,那就是 Pocketpair 仍然能夠繼續製作自己認為有趣的遊戲。

目前 Pocketpair 也跨足發行商行列,成立 Pocketpair Publishing 為獨立遊戲開發者和小團隊提供資金、開發協助與全球發行支援,並明確表示拒絕生成式 AI,旗下發行業務不會經手或者支援使用生成式 AI 所開發的遊戲。
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