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Neil Druckmann: No Sequel Plans Due to Lack of Confidence

Authore: BrooklynUpdate:May 12,2025

Earlier this week at the DICE Summit in Las Vegas, Nevada, Neil Druckmann, head of Naughty Dog, and Cory Barlog, head of Sony Santa Monica, engaged in a profound conversation about doubt, a topic deeply personal to both creators. The discussion, which spanned about an hour, delved into their personal experiences with self-doubt, how they gauge the validity of their ideas, and their approaches to character development across multiple games.

When asked about character development over multiple games, Druckmann offered a surprising insight: he doesn't plan for sequels. "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 that thinking about sequels while working on the current project could jinx the process. Druckmann's focus is on the present game, ensuring that every compelling idea finds its place there, rather than being reserved for future installments. This approach, he noted, allows for revisiting unresolved elements and exploring new directions for characters in subsequent games, if they arise naturally.

Ten-year payoffs

Druckmann further elaborated on his method, highlighting that even with the exception of the multi-season The Last of Us TV show, his primary focus remains on the immediate project. He recounted the development of the Uncharted series, where each game's narrative and character arcs evolved organically, without pre-planned sequels. This iterative approach, he believes, keeps the storytelling fresh and prevents repetition.

Neil Druckmann. Image credit: Jon Kopaloff/Variety via Getty ImagesIn contrast, Barlog shared his own method, which involves a more intricate planning process, akin to a "Charlie Day crazy conspiracy board." He enjoys the satisfaction of connecting elements planned years in advance, though he acknowledges the immense stress and challenges this brings, especially with large teams and changing personnel.

Druckmann responded by admitting that such long-term planning requires a level of confidence he doesn't possess, preferring to focus on the immediate tasks at hand.

The reason to wake up

The conversation also touched on their passion for their work. Druckmann shared an anecdote about directing Pedro Pascal for the TV adaptation of The Last of Us, underscoring the joy and purpose that creating art brings to his life. Despite the pressures and negative aspects of the industry, such as stress and criticism, Druckmann's love for games and storytelling remains his driving force.

Cory Barlog. Image credit: Hannah Taylor/BAFTA via Getty ImagesThe discussion then turned to the concept of fulfillment and when one's career feels complete. Barlog candidly expressed that the drive to create never feels fully satisfied, likening it to a relentless demon pushing him towards new challenges, even after reaching significant milestones.

Druckmann echoed this sentiment but added a hopeful note about creating opportunities for others. Reflecting on advice from former Naughty Dog colleague Jason Rubin, he envisions eventually stepping back to allow new talent to rise and take on the mantle of creativity and leadership.

The session concluded with a light-hearted exchange, with Barlog jokingly mentioning retirement, encapsulating the ongoing struggle and passion that define their careers in game development.