At the recent DICE Summit in Las Vegas, Nevada, Neil Druckmann of Naughty Dog and Cory Barlog of Sony Santa Monica engaged in a candid discussion about a topic that resonates deeply with creators: doubt. The hour-long conversation delved into their personal struggles with self-doubt and the creative process, touching on how they determine the validity of their ideas and approach character development across multiple games.
When asked about handling character development over several games, Druckmann offered a surprising perspective. He revealed that he doesn't plan for sequels while working on a current project. "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. Druckmann emphasized the importance of focusing on the present project, suggesting that thinking about sequels too early could jinx the current game. He shared that while working on The Last of Us 2, he occasionally entertained ideas for future installments but always approached his work with the mindset of, "What if I never get to do another one?" This philosophy ensures that all compelling ideas are incorporated into the current game rather than being saved for later.
Ten-year payoffs
Druckmann further elaborated on his approach, noting that he typically doesn't plan for sequels but instead reflects on what has been done and what remains unresolved when considering future projects. He humorously mentioned that if he feels a character has no further development potential, he might consider "killing them off." However, he stressed the importance of finding new directions for characters and stories, as seen in the Uncharted series, where each game built upon the previous without a pre-set plan.
In contrast, Barlog shared a different approach, describing his method as akin to a "Charlie Day crazy conspiracy board," where he tries to connect and plan various elements over time. He finds it magical to link current work with plans made a decade earlier but acknowledges the stress and complexity this method introduces, especially with the involvement of numerous team members over time.
Druckmann admitted that such long-term planning requires a level of confidence he doesn't possess, preferring to focus on the immediate future rather than planning years ahead.
The reason to wake up
The conversation also touched on their passion for their work and the challenges they face. Druckmann shared a personal anecdote about directing Pedro Pascal for the The Last of Us TV show, highlighting the joy and stress of creative work. Despite the pressures, including panic attacks and negative feedback, Druckmann reiterated his love for games and storytelling as the driving force behind his work.
Barlog, when asked about when his work would feel "enough," gave a poignant response. He described the relentless drive to achieve more, likening it to climbing a mountain only to see another, taller one in the distance. This constant pursuit, driven by an internal "demon of obsession," prevents him from fully appreciating his achievements.
Druckmann concluded with a softer reflection on his career trajectory, mentioning former Naughty Dog colleague Jason Rubin's departure and how it created opportunities for others. He expressed his intention to gradually step back from day-to-day involvement, creating space for new talent to emerge and take on the challenges and joys of game development.
Barlog humorously ended the discussion by saying, "Very convincing. I’m going to retire," encapsulating the mix of humor and deep introspection that characterized their insightful conversation.