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’

The Last of Us Creator Neil Druckmann Says He Never Plans for Sequels: ‘That Requires a Level of Confidence I Don’t Have’

Mar 05,25(11 months ago)
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 issue of self-doubt in game development. Their hour-long conversation covered personal anxieties, creative processes, and the challenges of sequels.

A question about character development across multiple games prompted a surprising response from Druckmann: he doesn't plan sequels. He focuses intensely on the current project, approaching each game as if it were his last. Any sequel ideas are spontaneous, not pre-planned elements. He explained this approach using The Last of Us Part II as an example, stating that he didn't save ideas for a potential sequel; instead, he integrated them into the current game. He only considers the possibility of future installments after completing a game, evaluating unresolved plot points and character arcs. If he sees no further potential, he's willing to conclude a character's journey definitively. He used the Uncharted series as an illustration, highlighting how each sequel organically evolved from the previous game, driven by the need for fresh narratives and avoiding repetition.

Barlog, conversely, revealed a meticulously planned, interconnected approach, comparing his process to a complex conspiracy board. He enjoys linking current projects to ideas conceived years prior, a strategy he acknowledges as incredibly stressful due to the shifting teams, perspectives, and potential for creative clashes across long development cycles. Druckmann admitted he lacks the confidence to plan so far ahead, preferring to concentrate on the immediate tasks.

The conversation shifted to the emotional toll of game development. Druckmann shared an anecdote about Pedro Pascal's perspective on art as "the reason to wake up in the morning," reflecting his own deep passion for game creation despite the considerable stress and negativity it entails.

Druckmann then posed a question to Barlog about the point at which the relentless drive for creative success becomes sufficient. Barlog's candid response described the insatiable nature of this ambition, likening it to a relentless internal demon that pushes for constant achievement, even after reaching significant milestones. He described the feeling of reaching the summit of a creative mountain only to immediately see a taller one in the distance.

Druckmann offered a more nuanced perspective, emphasizing the importance of creating opportunities for others by eventually stepping back from his day-to-day responsibilities. He cited Jason Rubin's advice upon leaving Naughty Dog, highlighting the space his departure would create for others to flourish. Barlog jokingly responded with a declaration of retirement, concluding their insightful discussion.

Neil Druckmann Cory Barlog

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