Home News Neil Druckmann on 'The Last of Us' Future: 'No Plans for Sequels'

Neil Druckmann on 'The Last of Us' Future: 'No Plans for Sequels'

Author : Harper Feb 19,2025

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.

Druckmann surprisingly revealed he doesn't plan sequels beforehand. His approach to The Last of Us Part II, and other sequels, involves focusing intensely on the current project, treating each game as a standalone. Any sequel ideas are organically developed from unresolved elements and character arcs in the preceding game. If a character's story feels complete, Druckmann suggests ending their arc. He cited the Uncharted series as an example, where each game's narrative unfolded organically, without pre-planned overarching storylines. The creative process involves reflecting on previous installments to identify new directions for characters, avoiding repetition and ensuring continued narrative relevance.

Barlog, in contrast, employs a more elaborate, long-term planning approach, connecting current projects to ideas conceived years earlier. While this method offers creative synergy, he acknowledges its significant stress and the challenges of coordinating numerous individuals and shifting perspectives across multiple projects spanning years. He highlighted the difficulty of maintaining initial creative visions across such extended periods.

Druckmann emphasized his passion for game development, stating that creating games is his primary motivation. He shared an anecdote about Pedro Pascal's perspective on art as a driving force in life, resonating with his own dedication to the craft despite the inherent pressures and negativity. He also touched upon his eventual desire to step back from day-to-day involvement, creating opportunities for others to flourish.

Barlog, in a candid response to Druckmann's question about when the creative drive becomes "enough," admitted that the feeling of completion is elusive. The inherent creative compulsion continues even after achieving significant milestones, leading to a relentless pursuit of new challenges. He described this as a "demon of obsession" that drives him forward, despite the advice to slow down and appreciate achievements.

The conversation concluded with a humorous exchange, highlighting the stark contrast in their approaches to game development and the enduring challenges of creative leadership.

Neil Druckmann Cory Barlog