### [《幻獸帕魯》大賣就不算獨立遊戲?Pocketpair公關經理回應「創作自由才是關鍵」](https://acgn.wysacg.com/article/2901) **Published:** 2026-10-30T02:00:09 **Author:** 无言运营 **Excerpt:** 《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 … ![ss\_348aae38bc825f667656e5f9c1287761c1d339f7.1920x1080](https://thumbor.4gamers.com.tw/unv8AmknGBzvZFrcne1MCDZkutw=/800x0/filters:extract_cover\(\):no_upscale\(\):quality\(80\)/https%3A%2F%2Fimg.4gamers.com.tw%2Fpuku-clone-version%2F929dc1bf859c1a9f71b9e4cd7b9718b9c465b73e.jpg) 《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](https://www.videogameschronicle.com/features/interviews/pocketpair-ceo/)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。 ![social-basic-2-1024x576](https://img.4gamers.com.tw/puku-clone-version/776b83358c5cfaa9347279648660ae613151f1ed.webp) 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](https://x.com/Bucky_cm/status/2115811843537248590?ref_src=twsrc%5Etfw) 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。 ![ss\_f81b7c4f20be3b99f76a1415c4cdb9b444c99b97.1920x1080](https://img.4gamers.com.tw/puku-clone-version/c196d94c3979c15ca654195bbf4619d23d7c935e.jpg) 「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。 ![4499563](https://img.4gamers.com.tw/puku-clone-version/c5f8f6756deea276a5a2a0af3a8f6e1526388a1d.jpg) 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](https://x.com/Bucky_cm/status/2115820509736931720?ref_src=twsrc%5Etfw) 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。 ![images](https://img.4gamers.com.tw/puku-clone-version/00e484a47bcbad13cfbe688868e21ecc253229e3.jpg) 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。 ![ss\_84c7d900e173e6933057bf2038eb61288db8f5bb.1920x1080](https://img.4gamers.com.tw/puku-clone-version/ed7a2ed08e5e77c12c94e2e12a7c4405f4c460d9.jpg) 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。 来源:[查看原文](https://www.4gamers.com.tw/news/detail/82961/palworld-pocketpair-bucky-indie-definition-creative-freedom) **Categories:** 游戏资讯 ---