Home > News > The Last of Us Creator Neil Druckmann Says He Never Plans for Sequels: ‘That Requires a Level of Confidence I Don’t Have’

The Last of Us Creator Neil Druckmann Says He Never Plans for Sequels: ‘That Requires a Level of Confidence I Don’t Have’

At the DICE Summit in Las Vegas, Naughty Dog's Neil Druckmann and Sony Santa Monica's Cory Barlog discussed the pervasive theme of doubt in game development. Their hour-long conversation covered personal anxieties, creative processes, and the challenges of sequels. A question about character develo
By Mila
Mar 06,2025

At the DICE Summit in Las Vegas, Naughty Dog's Neil Druckmann and Sony Santa Monica's Cory Barlog discussed the pervasive theme of doubt in game development. Their hour-long conversation covered personal anxieties, creative processes, and the challenges of sequels.

A question about character development across multiple games prompted a surprising response from Druckmann: he doesn't plan sequels. He focuses intensely on the current project, viewing each game as a standalone entity. While occasional sequel ideas might emerge, he prioritizes fully realizing the current game's potential, rather than saving concepts for future installments. He explained his approach to The Last of Us Part II, stating he treated it as if it were his last game. Any unresolved elements or character arcs are addressed within the current game; if a character's story feels complete, he's not afraid to conclude their journey. He uses past projects like the Uncharted series as examples, highlighting how each sequel organically built upon the previous entries, rather than following a pre-conceived plan.

Neil Druckmann

Barlog, in contrast, revealed a more meticulous, long-term planning approach, often connecting current projects to ideas conceived years prior. He acknowledged the inherent stress and potential for unforeseen challenges with this method, including shifting team dynamics and evolving perspectives.

Druckmann admitted he lacks the confidence to plan so far ahead, preferring to concentrate on the immediate tasks. He emphasized the immense pressure and stress, but ultimately, his passion for game development and storytelling fuels his perseverance. He shared an anecdote about Pedro Pascal's perspective on art as the driving force behind his work, highlighting the rewarding aspects despite the challenges.

Cory Barlog

The conversation shifted to the question of when it's enough. Barlog described the relentless nature of his creative drive, likening it to an insatiable demon pushing him towards ever-greater challenges. Even after achieving significant milestones, the desire for more remains.

Druckmann echoed this sentiment but with a more measured perspective, mentioning his gradual disengagement from day-to-day operations to create opportunities for others. He cited Jason Rubin's advice upon leaving Naughty Dog, suggesting that departure creates room for growth within the team. Barlog playfully responded to Druckmann's measured approach with a jest about retirement.

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