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The Last of Us Creator Neil Druckmann Says He Never Plans for Sequels: ‘That Requires a Level of Confidence I Don’t Have’

Author : Hunter
Mar 04,2025

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, discerning viable ideas, and the challenges of character development across multiple games.

Druckmann surprisingly revealed he doesn't plan sequels in advance. He focuses intensely on the current project, approaching each game as if it were his last. While occasional sequel ideas emerge, he prioritizes incorporating them into the present game rather than saving them for future installments. He explained his approach to sequels as a retrospective process: identifying unresolved elements and potential character arcs from previous games. If no compelling direction exists, he suggests the character's narrative may be complete. He cited the Uncharted series as an example, emphasizing the iterative nature of character development and plot progression.

Barlog, in contrast, adopts a long-term, interconnected planning approach, often linking current projects to ideas conceived years prior. He acknowledged the inherent stress and potential pitfalls of this method, including shifts in team personnel and evolving perspectives that can impact initial plans.

The discussion extended to the emotional toll of game development, with both expressing experiences of intense stress and even panic attacks. Druckmann highlighted the profound passion driving their work, echoing Pedro Pascal's sentiment that game creation is a life's calling. He emphasized the collaborative aspect, focusing on the privilege of working with talented individuals despite the negative aspects, such as online harassment.

Druckmann questioned Barlog about the point at which the relentless drive to create becomes sufficient. Barlog responded honestly, admitting the obsessive nature of his creative process, likening it to a never-ending pursuit of ever-taller mountains to conquer. He described the bittersweet feeling of accomplishment upon reaching a creative peak, only to be immediately driven toward the next challenge.

Druckmann expressed a more measured perspective, emphasizing the importance of creating opportunities for others by eventually stepping back from day-to-day responsibilities. He plans to gradually reduce his involvement, allowing others to embrace the challenges and creative risks inherent in game development. Barlog, in a humorous counterpoint, jokingly declared his intention to retire.

Neil Druckmann Cory Barlog

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