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, identifying successful ideas, and the challenges of character development across multiple games.
Druckmann surprisingly revealed he doesn't plan sequels in advance. His approach to The Last of Us Part II, and other sequels, was to treat each game as a standalone project. Any sequel ideas were spontaneous, not pre-planned elements. He emphasized focusing on the current project, rather than being distracted by future installments. He stated, "I just approach it as, ‘what if I never get to do another one?’" If an idea arises, he integrates it immediately. He uses past games to identify unresolved plot points and character arcs, determining future directions. If no compelling path exists, he considers concluding a character's journey. His approach to Uncharted, for example, involved retrospectively identifying opportunities for character growth and avoiding repetition.
Barlog, conversely, embraces long-term planning, connecting current projects to ideas conceived years prior. He described his method as a complex, albeit stressful, process involving numerous collaborators and shifting perspectives over time. He acknowledged the potential for conflict and disruption when long-term plans clash with evolving team dynamics.
Druckmann expressed a lack of Barlog's foresight, prioritizing immediate tasks over long-term strategic planning. He highlighted the intense pressure and occasional panic attacks associated with game development but emphasized his enduring passion for game creation. He shared an anecdote with Pedro Pascal, who described art as "the reason to wake up in the morning," a sentiment Druckmann wholeheartedly echoed.
Druckmann then questioned Barlog about the point of saturation, prompting Barlog to candidly discuss the relentless nature of creative ambition. He described the feeling of reaching a milestone as both exhilarating and terrifying, as the internal drive for further achievement never ceases. The "demon of obsession" continues pushing for more, regardless of accomplishments.
Druckmann, while sharing Barlog's sentiment, expressed a more measured approach. He mentioned his intention to gradually reduce his involvement in day-to-day operations, creating opportunities for others to lead and innovate. He cited Jason Rubin's advice upon leaving Naughty Dog, emphasizing the importance of creating space for others to grow. Barlog humorously responded with a declaration of retirement, concluding their insightful discussion.

