Hogar Noticias El último creador de nosotros, Neil Druckmann, dice que nunca planea secuelas: "Eso requiere un nivel de confianza que no tengo"

El último creador de nosotros, Neil Druckmann, dice que nunca planea secuelas: "Eso requiere un nivel de confianza que no tengo"

Autor : Jack Actualizar : Mar 19,2025

En la Cumbre Dice en Las Vegas, Neil Druckmann de Naughty Dog y Cory Barlog de Sony Santa Monica discutieron el tema generalizado de la duda en el desarrollo del juego. Su conversación de una hora cubrió la duda, reconociendo una idea "correcta" y los desafíos del desarrollo del personaje en múltiples juegos. Una pregunta de audiencia abordó específicamente el desarrollo de secuelas, lo que provocó una sorprendente respuesta de Druckmann.

Él confesó nunca considerar las secuelas mientras trabajaba en la iteración inicial de un juego. Él explicó: "El juego frente a nosotros es tan consumidor. Su enfoque es tratar cada juego como un proyecto independiente, incorporando cualquier idea de secuela solo si surgen y mejoran orgánicamente el juego actual. No almacena ideas para futuras cuotas.

Druckmann ilustró esta filosofía con su trabajo en la última parte de nosotros, la Parte II , afirmando que se acercó a ella como si fuera la última. Aplica esta misma metodología a las secuelas, evaluando elementos no resueltos y arcos de personajes de juegos anteriores. Si no encuentra una dirección convincente, está dispuesto a considerar poner fin al viaje de un personaje. Su enfoque para desanimarse , por ejemplo, implicó moldear retrospectivamente cada secuela en función de lo que era posible, en lugar de planificar toda la serie.

Neil Druckmann
Neil Druckmann. Crédito de la imagen: Jon Kopaloff/Variety a través de Getty Images

Barlog, en contraste, reveló un enfoque meticulosamente planificado e interconectado, comparando su proceso con una compleja tablero de conspiración. Le gusta conectar proyectos actuales con ideas concebidas antes, un método que reconoce como increíblemente estresante debido a los equipos cambiantes, las perspectivas y los posibles conflictos. Esta planificación a largo plazo requiere un nivel de confianza que Druckmann admite que le falta, prefiriendo centrarse en tareas inmediatas en lugar de proyecciones a largo plazo.

La discusión se amplió para abarcar el costo personal del desarrollo del juego. Druckmann compartió su pasión por la narración de historias, utilizando una anécdota sobre la perspectiva de Pedro Pascal sobre el arte como una fuerza impulsora. Reconoció el inmenso estrés, incluido el lidiar con la negatividad, pero enfatizó su amor por la creación de juegos y el privilegio de trabajar con personas talentosas.

Cory Barlog
Cory Barlog. Crédito de la imagen: Hannah Taylor/BAFTA a través de Getty Images

Esto llevó a una conversación sobre el punto de saturación, lo que llevó a Druckmann a reflexionar sobre las oportunidades que su eventual partida crearía para los demás. Barlog, sin embargo, admitió con franqueza que el impulso para crear es implacable, comparándolo con un demonio interno insaciable que presiona para un logro continuo, incluso después de alcanzar hitos significativos. Concluyó con humor: "Muy convincente. Me voy a retirar".

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