Neil Druckmann on Sequels: 'I Never Plan Ahead, Lacks Confidence'

Apr 06,25

At the recent DICE Summit in Las Vegas, Nevada, Neil Druckmann of Naughty Dog and Cory Barlog of Sony Santa Monica engaged in a candid discussion about a topic that resonates deeply with creators: doubt. The hour-long conversation delved into their personal experiences with self-doubt and the creative process, touching on how they determine the validity of their ideas and approach character development across multiple games.

When asked about character development in sequels, Druckmann offered a surprising perspective. Despite his experience with sequels, he revealed that he doesn't plan for multiple games. "That's a very easy question for me to answer, because I never think about multiple games, because the game in front of us is so all-consuming," he explained. Druckmann emphasized the importance of focusing on the current project, suggesting that thinking about sequels too early could jinx the process. He shared that while working on The Last of Us 2, he occasionally entertained ideas for future installments but always approached his work with the mindset of, "What if I never get to do another one?" This approach ensures that all compelling ideas are incorporated into the current game rather than saved for later.

Druckmann further elaborated on his approach, noting that when it comes to sequels, he reflects on what has been left unresolved and where characters could go next. If he feels there's no new direction for a character, he humorously suggested, "I think we'll just kill them off." This method was evident in the development of the Uncharted series, where each game built upon the previous one without a pre-planned narrative arc. For instance, the iconic train sequence in Uncharted 2 was not conceived until the development of that game.

In contrast, Barlog described a more intricate planning process, likening it to a "Charlie Day crazy conspiracy board." He enjoys connecting elements planned years in advance, though he acknowledged the stress and complexity this approach brings, especially with the involvement of numerous team members over time.

The discussion also touched on their personal motivations and the challenges they face. Druckmann shared a poignant anecdote about working with Pedro Pascal on the The Last of Us TV show, highlighting the passion that drives them despite the stress and negativity they sometimes encounter. "It's the reason to wake up in the morning. It's why we do what we do," he stated, emphasizing his deep love for game development.

As the conversation turned to career longevity and the concept of "enough," Barlog offered a raw perspective. He admitted that the drive to create is never satisfied, describing it as a relentless pursuit of new challenges. "Is it ever enough? The short answer's, no, it's never enough," he said, likening the creative journey to climbing mountains, only to see another, taller peak on the horizon.

Druckmann echoed this sentiment but with a focus on creating opportunities for others. He recounted advice from Naughty Dog's Jason Rubin about stepping back to allow others to rise, suggesting that his eventual departure would open doors for new talent. This approach reflects his gradual withdrawal from day-to-day involvement, aiming to foster the next generation of creators.

The fireside chat concluded with Barlog humorously suggesting retirement, encapsulating the ongoing struggle and passion that define their careers in the gaming industry.

Neil Druckmann. Image credit: Jon Kopaloff/Variety via Getty Images

Cory Barlog. Image credit: Hannah Taylor/BAFTA via Getty Images

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