At the recent DICE Summit in Las Vegas, Nevada, Naughty Dog's Neil Druckmann and Sony Santa Monica's Cory Barlog engaged in a candid discussion about a topic close to many creatives' hearts: doubt. Over the course of an hour, the duo delved into their personal experiences with self-doubt and their approaches to creative decision-making, including how they determine if an idea is the right fit for their projects. The conversation also touched on audience-submitted questions, such as one about managing character development across multiple games.
In a surprising revelation, Druckmann shared that he doesn't plan for sequels while working on a current game. He emphasized the importance of focusing entirely on the project at hand, stating, "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 that while occasional ideas for sequels might arise, he treats each project as if it were his last, ensuring that every compelling idea is incorporated into the current work.
Druckmann elaborated on his approach, noting that he reevaluates past work when considering sequels, focusing on unresolved elements and potential character arcs. He humorously mentioned the possibility of killing off characters if they have no further development, but stressed that the key is to innovate and avoid repetition. This method was evident in the evolution of the Uncharted series, where each game built upon the last without preconceived long-term plans.
In contrast, Barlog revealed a more intricate approach, describing his process as akin to a "Charlie Day crazy conspiracy board." He enjoys connecting current work to plans laid out years in advance, although he acknowledges the immense stress and complexity this entails, especially with the involvement of numerous team members over time.
Druckmann admitted that Barlog's long-term planning requires a level of confidence he himself lacks, preferring to concentrate on immediate tasks rather than distant future projects.
The fireside chat also explored the personal motivations behind their careers. Druckmann shared a poignant story about directing Pedro Pascal for the TV adaptation of The Last of Us, highlighting the passion that drives him despite the challenges and negative aspects of the industry. He emphasized that the love for storytelling in games is what compels him to continue, even through the stress and occasional panic attacks.
The discussion turned introspective as Druckmann questioned Barlog about the point at which one feels their career is complete. Barlog's response was candid and intense, admitting that the drive to achieve more never truly subsides. He likened the pursuit of success to climbing a mountain, only to find another, taller one upon reaching the summit, driven by an internal "demon of obsession."
Druckmann offered a more hopeful perspective, reflecting on advice from former Naughty Dog colleague Jason Rubin about creating opportunities for others by eventually stepping back. He envisions gradually reducing his day-to-day involvement to allow new talent to emerge and take on the challenges and joys of game development.
Barlog humorously concluded the talk by suggesting Druckmann's words were so convincing that he might consider retirement, leaving the audience with much to ponder about the nature of creativity, doubt, and the relentless pursuit of excellence in the gaming industry.