Neil Druckmann: "I never plan sequels — it takes confidence, which I don't have"
At the DICE 2024 summit in Las Vegas, Naughty Dog CEO Neil Druckmann and Sony Santa Monica CEO Corey Barlog discussed creative doubts and an approach to game development. During the conversation, Drakmann admitted that he never plans sequels in advance, but Barlog, on the contrary, always makes long-term plans. Sequels without a clear plan Druckmann emphasized that during development he is completely focused on the current project and never thinks about the continuation in advance. He believes that planning a sequel at the stage of the first game can lead to frustration.: I'm completely immersed in the game I'm working on at the moment. I think that to think about a sequel while working on the first game is to invite trouble. Of course, sometimes there are ideas about a possible sequel, but I always assume that I may never get the chance to make another game again. If the idea is good, I try to implement it here and now. According to him, this principle applies to all games except The Last of Us series, as it is known in advance that it will have several seasons.
Barlog, on the contrary, prefers to think over long-term plans in advance. He compared his approach to working on a complex theory, where the details can take years to add up. However, when creating games, he is faced with the fact that new teams and fresh views can change the original idea, which sometimes leads to the rejection of old ideas.
Druckmann admitted that he lacks the confidence to make far-reaching plans, and he prefers to focus on immediate tasks rather than thinking about what will happen in a few years. Love of gaming and the stress of the industry The conversation also touched upon the topic of working in the gaming industry and constant pressure. Druckmann recalled a moment from the filming of The Last of Us when Pedro Pascal asked him if he really loved art. This question made him think, but eventually he realized that making games was his true passion. Despite the stress and responsibility that accompany development, he stressed that the desire to tell stories in video games outweighs all the difficulties. When is that enough? At the end of the conversation, Druckmann asked Barlog if there was a moment when a developer might feel that he had done enough. Barlog admitted that the creative process is an endless journey, where each peak reached opens up new horizons. Druckmann noted that he is gradually moving away from the daily processes in the studio and is thinking that someday he will give way to new talents who will be able to bring fresh ideas and take responsibility for future projects. Barlog responded to this with a joke, saying that after such a conversation he was ready to retire.