Home News Neil Druckmann on Sequels: 'I Never Plan Ahead, Lacks My Confidence'

Neil Druckmann on Sequels: 'I Never Plan Ahead, Lacks My Confidence'

Apr 01,2025 Author: Isabella

At the recent DICE Summit in Las Vegas, Nevada, Neil Druckmann of Naughty Dog and Cory Barlog of Sony Santa Monica engaged in a candid discussion about a topic that resonates deeply with creators: doubt. The hour-long conversation delved into their personal experiences with self-doubt, the creative process, and how they determine the validity of their ideas. The session also included a segment where they addressed pre-submitted audience questions, one of which focused on character development across multiple games.

Druckmann's response to the question about sequels was particularly enlightening. Despite his extensive experience with sequels, he revealed that he doesn't plan for 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 emphasized the importance of focusing on the current project, suggesting that thinking about sequels too early could jinx the process. Druckmann shared that while working on The Last of Us 2, he occasionally entertained ideas for future installments but always approached his work with the mindset of, "What if I never get to do another one?" This approach ensures that all compelling ideas are incorporated into the current game rather than being saved for later.

Ten-year payoffs

Druckmann elaborated on his philosophy, noting that he applies this approach to all his projects, with the exception of the The Last of Us TV show, which is planned for multiple seasons. When it comes to sequels, he reflects on what has been done and identifies unresolved elements and potential paths for character development. If he feels that the characters have no further journey, he humorously suggested, "I think we'll just kill them off." This method was evident in the development of the Uncharted series, where each game built upon the previous one without a preconceived long-term plan.

Neil Druckmann. Image credit: Jon Kopaloff/Variety via Getty Images

Neil Druckmann. Image credit: Jon Kopaloff/Variety via Getty Images

In contrast, Barlog described his approach as more akin to a "Charlie Day crazy conspiracy board," where he tries to connect and plan various elements over time. He finds it magical to link current work with plans made a decade earlier, though he acknowledges the immense stress and complexity this entails, especially with the involvement of numerous team members over the years.

Druckmann admitted that such long-term planning requires a level of confidence he doesn't possess, preferring to focus on the immediate future rather than planning years ahead.

The reason to wake up

The conversation covered a range of topics, including their creative processes and current career perspectives. Druckmann shared his passion for video games, recounting an interaction with Pedro Pascal on the set of the The Last of Us TV show. When Pascal jokingly questioned Druckmann's appreciation for art, Druckmann responded defensively, only for Pascal to affirm that art is "the reason to wake up in the morning." This sentiment resonated with Druckmann, who emphasized that despite the stress and negativity that can come with game development, the love for the medium and the opportunity to work with talented individuals make it all worthwhile.

Cory Barlog. Image credit: Hannah Taylor/BAFTA via Getty Images

Cory Barlog. Image credit: Hannah Taylor/BAFTA via Getty Images

Druckmann then posed a question to Barlog about when the drive to create becomes enough, especially in light of the recent retirement of their colleague Ted Price. Barlog's response was introspective and candid, admitting that the drive to create is never truly satisfied. He described the feeling of reaching a creative peak as both exhilarating and daunting, with the internal "demon of obsession" always pushing for the next challenge.

Druckmann echoed Barlog's sentiments but added a hopeful note about creating opportunities for others. He shared an anecdote about Jason Rubin's departure from Naughty Dog, which Rubin saw as a chance for others to rise. Druckmann expressed his intention to gradually step back from day-to-day involvement, eventually creating space for new talent to take on the challenges and opportunities of game development.

Barlog humorously concluded the discussion by saying, "Very convincing. I’m going to retire," highlighting the ongoing struggle and passion that drives creators in their field.

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