Naughty Dog Co-President Neil Druckmann on Future 'Last of Us' Games
At the DICE Summit in Las Vegas, Naughty Dog's Neil Druckmann and Sony Santa Monica's Cory Barlog engaged in a candid discussion about doubt, a prevalent theme in their creative journeys. Their hour-long conversation covered personal insecurities, identifying successful ideas, and the challenges of character development across multiple games.
One audience question posed a compelling challenge: how do they approach character development across sequels? Druckmann's response was unexpected: he doesn't consider sequels while working on the initial game. He focuses intensely on the current project, treating each as a standalone experience. Any sequel ideas are spontaneous, not pre-planned elements. He famously stated that he approaches each game as if it might be his last, ensuring every creative impulse is fully realized within the current project. This approach, he explained, extends to most of his work, with the exception of the The Last of Us TV series, which has a pre-determined multi-season arc.
For sequels, Druckmann revisits the previous game, identifying unresolved elements and potential character arcs. If no compelling direction emerges, he considers concluding the character's story. He cited the Uncharted series as an example, emphasizing their iterative approach to each installment, constantly seeking fresh narratives and avoiding repetition. The absence of a pre-defined roadmap allows for organic evolution and prevents creative stagnation.
Barlog, conversely, employs a meticulously planned, long-term approach, connecting current projects to ideas conceived years prior. While he finds this method creatively rewarding, he acknowledges its immense stress and the inherent challenges of coordinating numerous individuals and shifting perspectives over extended periods. This approach, he admits, requires a level of confidence that Druckmann doesn't possess. Druckmann prefers a more immediate focus, concentrating on the present rather than long-term planning.
The conversation shifted to the emotional toll of their careers. Druckmann expressed his enduring passion for game development, citing Pedro Pascal's perspective on art as a driving force. He acknowledged the intense stress and negativity, including death threats, but ultimately, his love for game storytelling and working with talented individuals outweighs the challenges.
Druckmann then questioned Barlog about the point of saturation, prompting a poignant reflection on the relentless drive of creative ambition. Barlog described the never-ending pursuit of the "next mountain," the insatiable desire to create, even after achieving significant success. This internal compulsion, he argued, is both a blessing and a curse, driving relentless work despite the potential for burnout.
Druckmann echoed this sentiment but with a more measured perspective, emphasizing the importance of creating opportunities for others. He plans to gradually reduce his involvement in day-to-day operations, allowing others to take the reins and embrace the challenges and rewards of creative leadership. Barlog, in a humorous counterpoint, declared his intention to retire.
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