Neil Druckmann on Sequels: 'I Never Plan Ahead, Lacks Confidence'
At the recent DICE Summit in Las Vegas, Nevada, Neil Druckmann from Naughty Dog and Cory Barlog from Sony Santa Monica engaged in a heartfelt discussion about a topic that resonates deeply with creatives: doubt. Over the course of an hour, the duo delved into personal struggles with self-doubt as creators and the process of validating their creative ideas. They also fielded questions from the audience, including one about handling character development across multiple games.
Surprisingly, Druckmann, known for his work on several sequels, shared that he doesn't consider multiple games while developing. He emphasized the importance of focusing solely on the current project, stating, "That's a very easy question for me to answer, because I never think about multiple games, because I'm 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." Druckmann explained that he doesn't reserve ideas for future projects, preferring to incorporate them into the game at hand, except in the case of the multi-season The Last of Us TV show. When it comes to sequels, he looks back at what has been done to see what remains unresolved and where characters can evolve next.
Druckmann illustrated this approach with the example of the Uncharted series, noting that iconic moments like the train sequence in Uncharted 2 were not planned during the development of the first game. He stressed the importance of ensuring each game offers something new and compelling, questioning whether to continue with a character or move on to something else if no fresh direction is apparent.
In contrast, Barlog shared his method involves a more intricate planning process, likening it to a "Charlie Day crazy conspiracy board." He finds it rewarding but stressful to connect current work with plans laid out years in advance, acknowledging the challenges posed by evolving team dynamics and differing creative visions over time. Druckmann responded by highlighting his preference for focusing on immediate tasks rather than long-term planning, citing a lack of confidence in predicting future success.
The conversation also touched on their passion for their work. Druckmann recounted an interaction with actor Pedro Pascal on the set of The Last of Us TV show, emphasizing how the love for art and storytelling drives them despite the pressures and negativity that can come with it. He affirmed his dedication to game development, stating, "It's the reason to wake up in the morning. It's why we do what we do, and despite all the negatives that come with it...you just kind of dismiss those things and say, ‘Yeah, but I get to make games with the most talented people. How lucky are we?’"
As the discussion turned to career longevity and fulfillment, Barlog responded to a question about when one's achievements feel "enough." He candidly admitted that the drive for more never ceases, describing the internal struggle and the relentless pursuit of new challenges as both a blessing and a curse. Druckmann reflected on this sentiment more softly, sharing insights from former Naughty Dog colleague Jason Rubin about creating opportunities for others by eventually stepping back from the forefront.
The engaging fireside chat concluded with Barlog humorously suggesting retirement, encapsulating the complex interplay of passion, doubt, and the relentless pursuit of creative fulfillment that defines their careers.
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