Neil Druckmann on Sequels: 'I Never Plan Ahead Due to Lack of Confidence'
At the recent DICE Summit in Las Vegas, Nevada, Neil Druckmann of Naughty Dog and Cory Barlog from Sony Santa Monica engaged in an insightful fireside chat, delving into the personal topic of doubt. The conversation, which lasted about an hour, touched on a variety of subjects that were deeply personal to both game developers, including their own self-doubt as creators and the process of determining whether an idea feels "right."
During the Q&A segment, Barlog posed a question to Druckmann about character development across multiple games. Druckmann's response was unexpectedly straightforward for someone known for his work on sequels: he doesn't focus on 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. He believes that thinking about sequels while working on the current project can jinx the process. Instead, he focuses entirely on the game at hand, ensuring all good ideas are utilized without reserving them for future projects.
Druckmann elaborated on his approach, noting that he only considers unresolved elements and potential character arcs when working on sequels. "And if I feel like the answer is, they can't go anywhere, then I go, 'I think we'll just kill them off,'" he half-jokingly remarked. He emphasized that this method was applied across the Uncharted series, where each game's direction was determined without preconceived plans for future installments.
In contrast, Barlog shared a different perspective, admitting to a more intricate planning process. He likened his approach to a "Charlie Day crazy conspiracy board," where he connects various elements planned years in advance. While he finds it magical to see these long-term plans come to fruition, he acknowledged the stress and complexity involved in maintaining such connections over time, especially with the involvement of numerous team members with differing perspectives.
The conversation also touched on the personal motivations driving both creators. Druckmann shared a poignant anecdote about directing Pedro Pascal for the The Last of Us TV series, emphasizing the passion for art that fuels their work despite the challenges and negativity they face. "It's the reason to wake up in the morning. It's why we do what we do," he stated, highlighting the joy and fulfillment derived from creating games with talented teams.
Barlog, reflecting on his career and the recent retirement of his colleague Ted Price, pondered the question of when their work would be "enough." He admitted that the drive to create is never fully satisfied, likening it to an internal demon that always seeks the next challenge. "Is it ever enough? The short answer's, no, it's never enough," he confessed, describing the relentless pursuit of new creative peaks.
Druckmann offered a softer perspective, sharing a memory of Jason Rubin's departure from Naughty Dog and the opportunities it created for others. He expressed a hope that his eventual step back would similarly pave the way for new talent to emerge and thrive.
The fireside chat concluded with Barlog humorously noting Druckmann's convincing argument for retirement, encapsulating the complex interplay of passion, doubt, and the relentless pursuit of creative excellence that defines their careers.


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