At the recent DICE Summit in Las Vegas, Nevada, Neil Druckmann of Naughty Dog and Cory Barlog of Sony Santa Monica engaged in an insightful conversation about a topic that resonates deeply with creators: doubt. Over the course of an hour, the duo delved into personal reflections on their doubts as creators and discussed how they determine the validity of their ideas. The session also included responses to audience questions, one of which focused on character development across multiple games.
Surprisingly, Druckmann revealed that he doesn't plan for sequels while working on a game. "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 said. Druckmann emphasized that considering sequels too early could jinx the current project. Instead, he focuses on making the current game the best it can be, incorporating all great ideas into it rather than saving them for future installments. This approach extends to all his projects, except for the multi-season The Last of Us TV show. When it comes to sequels, Druckmann looks back at what has been done and explores unresolved elements and potential character arcs. If he feels a character has no further journey, he humorously suggested, "I think we'll just kill them off."
Druckmann used the example of the Uncharted series to illustrate his approach. He noted that the iconic train sequence in Uncharted 2 was not planned during the development of the first game. Similarly, each subsequent game in the series found new paths for Nathan Drake, ensuring the narrative and character development remained fresh and engaging.
In contrast, Barlog described his method as more of a long-term planning exercise, akin to a "Charlie Day crazy conspiracy board." He enjoys connecting current projects with plans laid out years earlier, though he acknowledged the stress and challenges this approach entails, especially with the involvement of numerous team members and evolving perspectives over time.
The conversation also touched on their personal motivations and the emotional rollercoaster of their careers. Druckmann shared a story about directing Pedro Pascal for the The Last of Us TV show, where Pascal humorously questioned Druckmann's appreciation for art. This led Druckmann to reflect on his passion for games, which he described as "the reason to wake up in the morning." Despite the challenges, including stress and negative feedback, Druckmann emphasized the joy of creating games with talented teams.
Barlog responded to a question about when the drive to create becomes "enough," admitting that it never feels sufficient. He described the relentless pursuit of new challenges as a "demon of obsession," pushing creators to climb ever higher mountains without fully appreciating their achievements. Druckmann shared a softer perspective, mentioning how stepping back from his role at Naughty Dog would create opportunities for others to grow and lead.
The session concluded with Barlog humorously suggesting that Druckmann's thoughts on stepping back were convincing enough to consider retirement himself. This candid discussion highlighted the personal and professional journeys of two of the gaming industry's most influential figures, offering valuable insights into the creative process and the emotional challenges they face.