Home > News > The Last of Us Creator Neil Druckmann Says He Never Plans for Sequels: ‘That Requires a Level of Confidence I Don’t Have’
At the DICE Summit in Las Vegas, Naughty Dog's Neil Druckmann and Sony Santa Monica's Cory Barlog discussed the pervasive theme of doubt in game development. Their hour-long conversation covered personal insecurities, creative processes, and the challenges of sequels.
A key takeaway from Druckmann's perspective on sequels was his unconventional approach: he doesn't plan for multiple games simultaneously. He focuses intensely on the current project, approaching each game as a standalone experience. While occasional sequel ideas might surface, he prioritizes fully realizing the current game's potential, rather than saving ideas for future installments. He explained his approach to sequels as revisiting unresolved elements and character arcs from previous games, and if no compelling direction emerges, he considers concluding the character's story. He cited the Uncharted series as an example, emphasizing their iterative approach to each game's narrative and character development.
Barlog, conversely, confessed to a more elaborate, long-term planning style, often connecting current projects to ideas conceived years prior. He acknowledged the inherent stress and potential pitfalls of this method, including the shifting team dynamics and evolving perspectives over time. This approach, while potentially rewarding, carries significant risk and requires a high degree of confidence in the long-term vision. Druckmann contrasted this by stating his preference for focusing on the immediate tasks at hand, lacking the confidence to project so far into the future.
The conversation shifted to the emotional toll of game development. Druckmann shared an anecdote about Pedro Pascal's perspective on art as the driving force behind his work, emphasizing the passion that fuels the creative process despite the inherent challenges and negativity. He highlighted the importance of this passion, even amidst stress, death threats, and other setbacks, ultimately finding fulfillment in collaborating with talented individuals.
Barlog, reflecting on his career and the recent retirement of his colleague, Ted Price, explored the question of when enough is enough. He candidly admitted that the creative drive is insatiable, describing an internal "demon of obsession" that pushes him relentlessly forward, even after achieving significant milestones. This relentless pursuit, while potentially detrimental, is intrinsically linked to his passion for game creation.
Druckmann echoed this sentiment, but with a more measured tone, emphasizing the eventual creation of opportunities for others as he gradually reduces his day-to-day involvement. He envisions a future where he can step back, allowing others to embrace the challenges and opportunities he's helped create. Barlog, humorously, responded to Druckmann's perspective with a jesting declaration of retirement.
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