At the DICE Summit in Las Vegas, Naughty Dog’s Neil Druckmann and Sony Santa Monica’s Cory Barlog engaged in a candid conversation about doubt, a theme deeply resonant with their creative journeys. For about an hour, they discussed self-doubt, recognizing a “right” idea, and the challenges of sequels. One audience question focused on character development across multiple games. Druckmann’s response was unexpected: he doesn’t plan sequels.
“I never think about multiple games,” he explained. “The current game is all-consuming. Thinking about a sequel while working on the first is jinxing yourself. When making *The Last of Us Part II*, ideas for future installments occasionally surfaced, but my approach was, ‘What if this is the only one?’ I don’t save ideas; if it’s good, it goes into the current project.”
Druckmann applies this philosophy broadly, except for *The Last of Us* TV show, which he knows will span multiple seasons. For sequels, he reflects on unresolved elements and character arcs. “If I feel they can’t go anywhere, I’ll kill them off,” he joked, adding, “We find the next game by asking, ‘How do we avoid repetition? Where can this character go next? What new adventure awaits?’ If there’s no answer, we question if it’s the right character or game.” He cited the *Uncharted* series, emphasizing their iterative approach; the train sequence in *Uncharted 2*, for example, wasn't conceived until they were making that game.
Barlog contrasted this, describing his own highly planned, interconnected approach, likening it to a “crazy conspiracy board.” He enjoys connecting current projects with ideas conceived ten years prior, acknowledging the inherent stress and challenges of such a method, including shifting teams and evolving perspectives that can impact long-term plans. Druckmann admitted he lacks the confidence for such long-term planning, preferring to focus on the immediate future.
The discussion broadened to encompass doubt, creative processes, and career reflections. Druckmann expressed his enduring love for game development, sharing an anecdote about Pedro Pascal’s perspective on art as “the reason to wake up in the morning.” Despite the stresses, including negativity and even death threats, he finds fulfillment in creating games with talented individuals.
Druckmann posed a question to Barlog about the point of saturation, referencing Ted Price’s recent retirement. Barlog’s response was raw and honest: “It’s never enough. The internal drive pushes you relentlessly. You struggle, you work, and it can feel thankless. Reaching the summit is amazing and horrible simultaneously. The obsession doesn’t cease; it simply identifies the next, taller mountain.” He described this as a possibly unintentional aspect of his personality, a relentless drive that overrides advice to slow down or pace oneself.
Druckmann echoed this sentiment, though more gently, highlighting the opportunities created by his eventual departure, allowing others to rise and take on new challenges. He aims to gradually decrease his involvement in day-to-day operations, creating space for future generations. Barlog’s concluding remark, “Very convincing. I’m going to retire,” provided a wry counterpoint to the conversation's serious tone.