Now the focus of Naughty Dog (naughty dog studio) is none other than the news of the sequel to “The Last of Us” (The Last of Us) and the related publicity of the live-action series, and the series of stories and each development director Neil Druckmann’s move, is still at the heart of the gaming community, because it is the focus of the development of the game’s story. Now he is being interviewed and reveals that he is interested in other storytelling methods of the game, and he also talked about the process of making “The Last of Us Part II”.
According to the Washington Post (The Washington Post), Neil has expressed his interest in minimalist narrative styles such as “Elden’s Ring”, and also admitted that when creating “The Last of Us Part II”, they avoided the practice of playing safe cards, continuing their adventure to Joe Al and Ellie.
“I’ve recently become interested in games like Elden’s Circle and INSIDE, which don’t rely on traditional narrative methods to tell their stories,” said Neil. “Some of the best narrative performance in The Last of Us is in the cutscenes, and most of the rest is in the game, like moving to other places and understanding the history of the area through observation.
“For me now, one of the joys I get in gaming is seeing games made by trusting their fans for clues, rather than just holding your hand along the way, and that kind of storytelling makes me want a lot.” Neil Enfasi: “But that doesn’t mean we won’t have dialogue or cutscenes, which is one of the tools you use to develop a game… and I think there are ways to improve the story, at least in some of our The Naughty Dog games it would come in handy.”
Of course, FromSoftware and Naughty Dog have completely different directions in game design concepts, but if the concept of “The Last Survivor” uses the story description of the minimalist narrative style of “Elden’s Ring”, it is likely to be used in the future. presented below.
However, this seems to depend on the expectations of the gamer community for the trilogy. After the “Jorph Ball” storm, many gamers are still dissatisfied with the development of the story, and Neil said in an interview that the original They could play it safe, but they didn’t.
“What I’ve learned over the years is that…if we can create with passion, we can achieve more. If we let that go, I’m probably already working on Attack on Thylacine 17…”
“When I was working on The Last of Us, I didn’t think it was going to be a big deal, I just didn’t think it was going to work. But it did. Again, I think the key is because what we make is a game that excites the entire study”. Neil continued, “So when you’re talking about a sequel to The Last of Us, I think it’s safer to do another Joel and Ellie adventure, but I think it’s going to hold us back…”
“We created a title that the team loved so much and are so proud of, and it was a huge success. It’s not about maximizing profits, we’re making enough money to be able to develop games again. As an artist, you want to achieve a wider audience…so until you reach enough and grow your business, you bring in more people to create with. That’s where we are now.”