by Zoey Apr 19,2025
Earlier this week at the DICE Summit in Las Vegas, Nevada, Neil Druckmann of Naughty Dog and Cory Barlog of Sony Santa Monica shared a candid conversation about doubt, a topic deeply personal to both acclaimed game developers. The hour-long discussion covered a range of subjects, from self-doubt as creators to the process of validating creative ideas. The session also included insights into character development over multiple games, prompted by a pre-submitted audience question.
Druckmann's response to the question about sequels was particularly insightful. Despite his experience with sequels, he revealed that he doesn't focus on future installments while working on the current 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 explained. He emphasized the importance of not getting ahead of oneself, stating, "I think you're jinxing yourself if you're starting to think about the sequel when you're working on the first game." Instead, Druckmann focuses on the present project, integrating any compelling ideas into the current work rather than reserving them for future games.
Druckmann further elaborated on his approach to game development, noting that his method applies to all projects except the The Last of Us TV show, which is planned for multiple seasons. When it comes to sequels, he reflects on the completed work to identify unresolved elements and potential character arcs. "And if I feel like the answer is, they can't go anywhere, then I go, 'I think we'll just kill them off,'" he half-jokingly added. This method was evident in the development of the Uncharted series, where each game built upon the previous without a predetermined plan for future installments.
In contrast, Barlog shared his own approach, which involves intricate long-term planning. He likened it to a "Charlie Day crazy conspiracy board," where he tries to connect various elements over time. Barlog finds it rewarding yet stressful to see plans from a decade ago come to fruition. However, he acknowledged the challenges of such an approach, given the turnover of team members and evolving creative perspectives over time.
Druckmann admitted that such long-term planning requires a level of confidence he does not possess, preferring to focus on the immediate future rather than planning years ahead.
The conversation spanned various topics, including the personal and professional challenges both developers face. Druckmann shared his passion for video games, recounting a humorous exchange with Pedro Pascal on the set of The Last of Us TV show. Despite the pressures and negative aspects of the industry, Druckmann emphasized his love for game development as his driving force. "It's the reason to wake up in the morning. It's why we do what we do," he stated, highlighting the joy of working with talented individuals.
Turning the conversation to Barlog, Druckmann asked about the point at which one's career feels complete. Barlog's response was candid and reflective, acknowledging that the drive for more is relentless. "Is it ever enough? The short answer's, no, it's never enough," he admitted, describing the internal struggle and the continuous pursuit of new goals even after achieving significant milestones.
Druckmann echoed Barlog's sentiments but added a hopeful note about creating opportunities for others. He shared an anecdote about Jason Rubin's departure from Naughty Dog, which opened up spaces for others to grow. Druckmann expressed his intention to gradually step back from day-to-day involvement, paving the way for new talent to emerge and take on new challenges.
The talk concluded with Barlog humorously suggesting retirement, encapsulating the ongoing tension between the desire to achieve and the need to step back and let others rise.
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