Palworld Executive Loses 7 Hours in Crimson Desert Ignoring the Story: “This Game Was Made for Me”

Crimson Desert launched on March 19 and quickly became one of those open-world games that splits the crowd. On Steam, early reactions have been mixed, while its user reception on Metacritic leans more positive. Players largely agree on one thing: the world is huge and genuinely fun to roam around in. Where opinions start to clash is everything tied to how the game feels and how its story unfolds.

A frequent complaint from players centers on clunky controls and mechanics that can seem awkward at first. Others point to an uneven, sometimes confusing narrative that doesn’t always match the promise of the game’s setting. But for at least one well-known industry figure, those rough spots don’t stop Crimson Desert from being exactly what they want.

John “Bucky” Buckley, publishing chief at Pocketpair (the studio behind Palworld), shared that he spent seven hours in Crimson Desert—and most of that time wasn’t spent chasing main missions or pushing the storyline forward. Instead, he was doing what many open-world fans secretly love most: wandering, experimenting, and making his own fun.

After his long session, Buckley posted his verdict on X, saying he “clocked 7 hours in Crimson Desert today, mostly goofing around and not doing the story,” adding that “the game is made for me.” He also made a point to acknowledge the criticism surrounding the game, noting that he understands why some players are unhappy and agrees it won’t be for everyone. Still, he called it his “dream game,” saying he’s loving it and would share more impressions after the weekend.

Why would a game with shaky storytelling and a steep learning curve feel like a perfect match? Buckley’s experience highlights what might be the real strength of Crimson Desert: its open world in Pywel. For players who treat big map games as a sandbox first and a narrative second, the game can feel far more rewarding when you stop trying to play it “as intended” and start treating it like a place to explore.

That perspective also helps explain the current divide in player reactions. Many people go into an open-world RPG expecting a strong main plot alongside satisfying moment-to-moment gameplay. If the story doesn’t land, it can sour the entire experience. But if you’re the type who enjoys carving your own path—testing the boundaries, exploring corners of the map, poking around for emergent moments—Crimson Desert may click in a completely different way.

It’s also worth noting that the game has been in development for years and serves as a follow-up to Black Desert Online. That pedigree shows in the ambition and scale, but it also shows in the way the controls and systems can take time to learn. In response to complaints about the control scheme, Pearl Abyss’ PR and marketing director compared it to learning to ride a bike, explaining that it may feel strange at first, but becomes natural once it “clicks,” even if it takes players a bit of time to get there.

Right now, Crimson Desert looks like a game that rewards patience and the right expectations. If you’re hunting for a tightly paced, story-driven adventure, you may run into the same frustrations many players have already voiced. But if you want a vast open world you can treat like a playground—where the best moments come from exploration rather than quest markers—then Buckley’s seven-hour “goofing around” session might be the best recommendation the game could get.