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’

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 self-doubt, identifying successful ideas, and approaching character development across multiple games.
Druckmann surprisingly revealed he doesn't plan sequels beforehand. He focuses intensely on the current project, approaching each game as if it were his last. Any sequel ideas are organically incorporated, rather than being pre-planned. He views sequel development as revisiting unresolved elements and exploring new character arcs. If a character's journey feels complete, he's even joked about ending their story. His approach to The Last of Us Part II, for instance, was to treat it as a standalone narrative. The Uncharted series exemplifies this: each installment built upon the previous, organically developing the characters and their adventures without a pre-determined long-term plan.
Barlog, conversely, employs a meticulously planned, long-term approach, connecting current projects to ideas conceived years prior. He likened his process to a complex conspiracy board, acknowledging the inherent stress and potential for setbacks due to shifting teams, perspectives, and evolving ideas over time. He admitted that this method is incredibly demanding.
Druckmann contrasted this, highlighting his preference for focusing on immediate tasks rather than long-term planning, lacking the confidence to predict long-term success.
The conversation shifted to the emotional toll of game development. Druckmann shared an anecdote about Pedro Pascal, emphasizing the passion that fuels their work despite the immense pressure, negativity, and even death threats. He clarified that his love for game storytelling is his driving force.
Responding to Druckmann's question about when the relentless drive to create becomes "enough," Barlog offered a candid reflection on the unending nature of creative ambition. The achievement of a major milestone doesn't bring satisfaction; instead, it fuels the desire for the next challenge. He described this as a relentless internal "demon" pushing him forward, despite the advice to slow down.
Druckmann echoed this sentiment, albeit more gently, emphasizing the importance of creating opportunities for others by eventually stepping back from the daily grind. He mentioned Jason Rubin's advice upon leaving Naughty Dog, highlighting the opportunities his departure created for others. Barlog playfully responded with a declaration of retirement, concluding the discussion.
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