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

Author:Kristen Update:Apr 17,2025

At the recent DICE Summit in Las Vegas, Nevada, Neil Druckmann from Naughty Dog and Cory Barlog from Sony Santa Monica engaged in a deep discussion about a topic that resonates with many creatives: doubt. Over the course of an hour, the two shared insights on their personal struggles with self-doubt and how they determine the validity of their creative ideas. They also fielded pre-submitted audience questions, one of which focused on character development across multiple games. Druckmann's response to this question was particularly intriguing, especially given his extensive experience with sequels.

Druckmann revealed that he doesn't plan for multiple games when working on a project. He explained, "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. I think you're jinxing yourself if you're starting to think about the sequel when you're working on the first game." He emphasized that while working on The Last of Us 2, he occasionally had ideas for potential sequels, but his primary focus was on the current project. Druckmann's approach is to ensure every good idea is used in the present game, rather than saving it for future installments.

Ten-year payoffs

Druckmann elaborated that he applies this philosophy to all his work, except for The Last of Us TV show, which he knows will span multiple seasons. When it comes to sequels, he reviews the previous game to identify unresolved elements and potential new directions for characters. If he feels there's nowhere left for the characters to go, he humorously suggested, "I think we'll just kill them off." He further explained that this approach was evident in the development of the Uncharted series, where iconic moments like the train sequence in Uncharted 2 were not planned initially but emerged during the development of each subsequent game.

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

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

In contrast, Barlog shared a different perspective, describing his method as having "way too much of the Charlie Day crazy conspiracy board of trying to connect and plan with all of these pieces." He finds it rewarding to link current work with plans set a decade earlier, though he admits it's "absolutely, unequivocally the most unhealthy thing ever" due to the stress and complexity involved. Barlog highlighted the challenges of maintaining long-term plans with changing teams and perspectives, which can often lead to unforeseen obstacles.

Druckmann responded by acknowledging that Barlog's method requires a level of confidence he himself lacks, preferring instead to focus on the immediate future rather than planning years ahead.

The reason to wake up

Throughout their fireside chat, Druckmann and Barlog touched on various themes, including their personal experiences with doubt and their creative processes. Druckmann expressed his deep passion for games, recounting an interaction with Pedro Pascal during the filming of the The Last of Us TV show. Pascal's quip about art being "the reason to wake up in the morning" resonated with Druckmann, who affirmed that despite the challenges and negativity in the industry, his love for game development and storytelling is what drives him.

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

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

Druckmann then turned the conversation to Barlog, questioning when the drive to succeed becomes enough. Barlog's response was candid and introspective: "Is it ever enough? The short answer's, no, it's never enough." He described the relentless pursuit of success as a "demon of obsession" that pushes creatives to keep climbing new mountains, often without taking time to appreciate their achievements. Barlog emphasized the struggle and the sense of never reaching a point of satisfaction, which is a common experience for many in the creative field.

Druckmann offered a softer perspective, reflecting on the legacy of Naughty Dog's Jason Rubin. He spoke of Rubin's departure creating opportunities for others to rise, a concept Druckmann sees as part of his own eventual exit from the day-to-day aspects of game development. He aims to create opportunities for new talent to take on the challenges and rewards of creative leadership.

In a light-hearted conclusion, Barlog quipped, "Very convincing. I’m going to retire," encapsulating the mix of humor and introspection that characterized their insightful discussion.