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 conversation about a topic that resonates deeply with creators: doubt. Over the course of an hour, the two industry veterans delved into their personal experiences with self-doubt, the process of validating creative ideas, and their approaches to character development across multiple games.
When asked about how they manage character development in sequels, Druckmann offered a surprising perspective. He revealed that he doesn't plan ahead for sequels, emphasizing the all-consuming nature of the 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 believes that thinking about sequels while working on the first game can jinx the project. Instead, he focuses on making the current game as impactful as possible, without saving ideas for future installments.
Ten-year payoffs
Druckmann further elaborated on his approach, noting that he only considers sequels after reflecting on what's been accomplished and what remains unresolved. If he feels a character's journey has no further potential, he humorously suggested, "I think we'll just kill them off." This approach was evident in the development of the Uncharted series, where each game built upon the previous without a long-term plan. For instance, the iconic train sequence in Uncharted 2 was not conceived during the development of the first game.
In contrast, Barlog shared a different methodology, describing his approach as akin to a "Charlie Day crazy conspiracy board." He enjoys connecting current projects to plans he made years earlier, though he admits it's stressful and potentially unhealthy due to the involvement of numerous team members over time. "It's just so magical, but it is absolutely, unequivocally the most unhealthy thing ever," Barlog admitted, highlighting the challenges of long-term planning in a dynamic team environment.
Druckmann responded by acknowledging his own lack of confidence in predicting long-term success, preferring to focus on the immediate future. "I just want to focus on the next five days in front of me, let alone 10 years down the line," he said.
The reason to wake up
The conversation also touched on their broader career reflections and the passion that drives them. Druckmann shared an anecdote from his experience directing Pedro Pascal for the TV adaptation of The Last of Us, where Pascal's love for art resonated deeply with him. "It's the reason to wake up in the morning. It's why I live and breathe," Druckmann quoted Pascal, emphasizing the profound motivation behind their work despite the stress and negativity they sometimes face.
Druckmann then posed a poignant question to Barlog about when the drive for success becomes enough. Barlog's response was introspective and honest, admitting that the drive is never fully satisfied. "Is it ever enough? The short answer's, no, it's never enough," he stated, describing the relentless pursuit of new challenges as a "demon of obsession" that prevents one from savoring achievements.
Druckmann shared a softer perspective, reflecting on the legacy of Naughty Dog's Jason Rubin, who believed his departure would create opportunities for others. Druckmann sees himself gradually stepping back from day-to-day involvement, paving the way for new talent to emerge. "Eventually when I am done doing this, it will create a bunch of opportunities for people," he concluded.
Barlog humorously concluded the talk with, "Very convincing. I'm going to retire," leaving the audience with a mix of laughter and contemplation about the nature of creativity and success in the gaming industry.