Home News The Last of Us Creator Neil Druckmann Says He Never Plans for Sequels: ‘That Requires a Level of Confidence I Don’t Have’

The Last of Us Creator Neil Druckmann Says He Never Plans for Sequels: ‘That Requires a Level of Confidence I Don’t Have’

Author : Jack Update : Mar 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 self-doubt, recognizing a “right” idea, and the challenges of character development across multiple games. One audience question specifically addressed sequel development, prompting a surprising response from Druckmann.

He confessed to never considering sequels while working on a game’s initial iteration. He explained, “The game in front of us is so all-consuming. I think you’re jinxing yourself if you start thinking about the sequel.” His approach is to treat each game as a standalone project, incorporating any sequel ideas only if they organically arise and enhance the current game. He doesn't stockpile ideas for future installments.

Druckmann illustrated this philosophy with his work on The Last of Us Part II, stating he approached it as if it might be his last. He applies this same methodology to sequels, evaluating unresolved elements and character arcs from previous games. If he finds no compelling direction, he's willing to consider ending a character's journey. His approach to Uncharted, for example, involved retrospectively shaping each sequel based on what was possible, rather than pre-planning the entire series.

Neil Druckmann
Neil Druckmann. Image credit: Jon Kopaloff/Variety via Getty Images

Barlog, in contrast, revealed a meticulously planned, interconnected approach, comparing his process to a complex conspiracy board. He enjoys connecting current projects to ideas conceived years prior, a method he acknowledges as incredibly stressful due to shifting teams, perspectives, and potential conflicts. This long-term planning requires a level of confidence Druckmann admits he lacks, preferring to focus on immediate tasks rather than long-term projections.

The discussion broadened to encompass the personal toll of game development. Druckmann shared his passion for game storytelling, using an anecdote about Pedro Pascal's perspective on art as a driving force. He acknowledged the immense stress, including dealing with negativity, but emphasized his love for game creation and the privilege of working with talented individuals.

Cory Barlog
Cory Barlog. Image credit: Hannah Taylor/BAFTA via Getty Images

This led to a conversation about the point of saturation, prompting Druckmann to reflect on the opportunities his eventual departure would create for others. Barlog, however, candidly admitted that the drive to create is relentless, comparing it to an insatiable internal demon pushing for continuous achievement, even after reaching significant milestones. He humorously concluded, "Very convincing. I’m going to retire."