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 about sequels prompted a surprising response from Druckmann: he doesn’t plan sequels. He focuses intensely on the current project, treating each game as a standalone experience. Any sequel ideas are spontaneous, born from unresolved elements and character arcs in the preceding game. If a character’s journey feels complete, he’s not afraid to conclude their story. This approach, he explained, contrasts sharply with his work on the Last of Us TV show, which necessitates long-term planning across multiple seasons. He uses past games as a springboard, asking how to avoid repetition and explore new avenues for characters. If no compelling new direction emerges, he questions whether it's the right project or character to pursue.

Barlog, conversely, embraces extensive long-term planning, connecting current projects to ideas conceived years prior. While he finds this approach creatively fulfilling, he acknowledges its inherent stress and the challenges of coordinating numerous people and shifting perspectives across multiple projects. Druckmann expressed a lack of the confidence needed for such extensive foresight, preferring to focus on immediate tasks rather than decade-long plans.
The discussion broadened to encompass personal experiences with doubt and the creative process. Druckmann highlighted his passion for games, echoing Pedro Pascal’s sentiment that creating art is the reason he wakes up each day. He acknowledged the stress and negativity inherent in the industry, but emphasized the privilege of collaborating with talented individuals. He also addressed the question of when enough is enough, revealing a gradual disengagement from day-to-day tasks, creating opportunities for others to take the reins.

Barlog offered a candid reflection on the insatiable nature of creative ambition, describing the relentless drive that pushes creators forward, even after achieving significant milestones. He likened this to a relentless inner demon, always seeking the next challenge, never allowing for complete satisfaction or rest. Druckmann, while sharing similar sentiments, expressed a more measured approach, focusing on creating opportunities for future generations of developers. Barlog, in a humorous twist, responded to Druckmann’s thoughtful conclusion by jokingly announcing his retirement.