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’

Author : Lucy Mar 17,2025

At the DICE Summit in Las Vegas, Naughty Dog's Neil Druckmann and Sony Santa Monica's Cory Barlog engaged in a candid conversation about doubt, a deeply personal topic for both creators. Their hour-long discussion touched on self-doubt, recognizing a “right” idea, and the challenges of character development across multiple games. One audience question regarding sequels prompted a surprising response from Druckmann.

Druckmann revealed he doesn't plan sequels beforehand, stating, “I never think about multiple games…I approach it as, ‘what if I never get to do another one?’ I'm not saving some idea for the future.” He focuses intensely on the current project, allowing ideas for sequels to organically emerge from unresolved elements and character potential. If a character's journey feels complete, he's even willing to consider ending their story. This approach, he explained, characterized his work on *The Last of Us Part II* and the *Uncharted* series, where each sequel built upon the previous, exploring new directions for the characters without pre-conceived plans. The iconic train sequence in *Uncharted 2*, for example, wasn't planned from the outset.

Neil Druckmann

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

Barlog, in contrast, confessed to a far more elaborate, long-term planning process, likening his approach to a complex conspiracy board. He finds immense satisfaction in connecting current projects to ideas conceived years earlier, but acknowledges the inherent stress and potential for setbacks due to shifting teams and evolving perspectives. This long-term vision, while creatively fulfilling, presents significant challenges.

Druckmann expressed a lack of similar confidence, preferring to concentrate on the immediate tasks at hand rather than long-range planning. He highlighted the intense pressure and stress involved in game development, but emphasized his deep love for the craft and the collaborative nature of the work as the driving force behind his perseverance. He shared a poignant anecdote about Pedro Pascal's perspective on art as "the reason to wake up in the morning," echoing his own feelings about game development.

Cory Barlog

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

The conversation shifted to the question of when enough is enough, prompted by Druckmann's reflection on Barlog's career and the recent retirement of Ted Price. Barlog candidly described the relentless drive and obsession that fuels his work, a force that continues even after achieving significant milestones. He likened it to reaching a mountain summit only to find another, taller peak in the distance. This unending pursuit, while self-driven, can be detrimental to well-being.

Druckmann offered a more measured perspective, emphasizing the importance of creating opportunities for others by eventually stepping back from the intense demands of daily involvement. He cited Jason Rubin's advice upon leaving Naughty Dog, highlighting the potential for growth and new leadership within the company. Barlog’s humorous response to Druckmann's thoughtful reflection was a simple, “Very convincing. I’m going to retire.”

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