Neil Druckmann on Sequels: 'I Never Plan Ahead, Lacks Confidence'

Author : Aurora Apr 16,2025

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 fireside chat that delved into the deeply personal topic of doubt. The hour-long discussion covered a range of subjects from self-doubt as creators to the intuition behind recognizing a "right" idea for their projects.

One notable question from the audience, posed to Druckmann, was about character development across multiple games. Druckmann's response was surprising: he doesn't plan sequels in advance. "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 believes that thinking about sequels too early can jinx the current project. Instead, Druckmann focuses entirely on the game at hand, incorporating any good ideas into it rather than saving them for future installments. When working on sequels, he reflects on what has been left unresolved in previous games and where characters could go next, even humorously suggesting killing them off if they have no further potential.

Druckmann further elaborated on his approach, noting that even with the The Last of Us TV show, which is planned for multiple seasons, he maintains a focus on the immediate project. His method involves revisiting past work to find new directions for characters and storylines, ensuring each game brings something fresh to the table.

Neil Druckmann. Image credit: Jon Kopaloff/Variety via Getty Images

Neil Druckmann. Image credit: Jon Kopaloff/Variety via Getty Images

In contrast, Barlog admitted to a different creative process, describing it as having "way too much of the Charlie Day crazy conspiracy board" of planning and connecting ideas over long periods. He finds a magical satisfaction in linking current work to plans from a decade ago, though he acknowledged the immense stress and complexity this approach brings, especially with the involvement of numerous team members over time.

The conversation also touched on the personal drives and challenges of their careers. Druckmann shared his passion for games, recounting a humorous exchange with Pedro Pascal on the set of the The Last of Us TV show, emphasizing that the love for art and storytelling is what motivates him despite the stresses and negatives of the industry. He also reflected on the idea of stepping back to allow others to grow, inspired by Jason Rubin's departure from Naughty Dog.

Cory Barlog. Image credit: Hannah Taylor/BAFTA via Getty Images

Cory Barlog. Image credit: Hannah Taylor/BAFTA via Getty Images

Barlog, when asked about the point of satisfaction or retirement, gave a heartfelt response. He admitted that the drive to achieve more is endless and likened it to climbing mountains, where reaching the summit brings no lasting satisfaction as the next challenge looms. He described this drive as a relentless demon, pushing him to continue despite advice to slow down.

The discussion concluded with Druckmann musing about eventually stepping back to create opportunities for others, while Barlog humorously suggested he might retire after such a convincing argument. This engaging dialogue not only showcased their different approaches to game development but also highlighted the profound personal and professional journeys of two of the industry's leading creators.