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 insecurities, identifying successful ideas, and approaching sequels.
Druckmann surprisingly revealed he doesn't strategize across multiple games. His focus remains entirely on the current project: "I never think about multiple games...I think you're jinxing yourself if you're starting to think about the sequel when you're working on the first game." He approaches each title as a standalone, incorporating ideas organically without saving them for future installments. Sequels, he explained, involve revisiting unresolved elements and character arcs, sometimes leading to character deaths if further development isn't feasible. His approach to The Last of Us Part II, for instance, was devoid of a pre-conceived sequel plan. The Uncharted series exemplifies this – each game's narrative evolved organically from the previous one.
Barlog, in contrast, embraces long-term planning, connecting current projects to ideas conceived years prior. While acknowledging the inherent stress and potential for disruption from shifting teams and perspectives, he finds immense satisfaction in realizing these long-term visions.
Druckmann admitted this level of foresight requires a confidence he lacks, preferring to concentrate on immediate tasks rather than long-term projections.
The discussion broadened to encompass the emotional toll of game development. Druckmann shared a poignant anecdote about Pedro Pascal's perspective on art as "the reason to wake up in the morning," a sentiment he deeply resonated with despite the immense stress and negativity often associated with the industry.
Provoked by Barlog's extensive career and the recent retirement of his colleague, Druckmann questioned the point at which the relentless drive becomes excessive. Barlog's candid response highlighted the insatiable nature of creative obsession, likening it to a relentless internal demon that always seeks the "next mountain." He described the bittersweet feeling of achieving a major goal, only to be immediately driven towards the next challenge.
Druckmann, while sharing similar sentiments, expressed a more measured approach, focusing on creating opportunities for others through his eventual departure. He aims to gradually lessen his involvement, paving the way for new talent to embrace the challenges and vulnerabilities inherent in game development. Barlog, in a humorous counterpoint, jokingly declared his intention to retire.