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Video games have many tools to tell their stories. Many titles have a more traditional style with big cinematics reminiscent of a movie, while others have a minimalist format based on small details. In a recent interview, Neil Druckmann, co-chairman of Naughty Dog, reflected on this topic.
During the promotional tour of HBO's The Last of Us series, the creative confessed to The Washington Post that he is inspired and "intrigued" by the more minimalist narrative styles that titles like ELDEN RING present.
NEIL DRUCKMANN IS INSPIRED BY ELDEN RING'S WAY OF TELLING STORIES
The Naughty Dog co-chairman said he enjoys games that trust their audience to come to conclusions, meaning titles that don't take the player by the hand. In addition, he hints that it is a format that he is interested in addressing in the future.
“Lately, I've been intrigued by things like ELDEN RING or Inside, which don't rely as much on traditional narrative to tell their stories. Some of the best storytelling in The Last of Us is in the cutscenes, but a lot of it is in the gameplay, moving through space and understanding the history of a place by looking and examining it,” said Neil Druckmann.
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“That's not to say we never use dialogue and cinematics. I think those are tools inside the utensil box you have. And I think there is a way to promote those things, at least for the type of video games we make at Naughty Dog ”, confessed the creative.
Of course, Neil Druckmann stresses the importance of never resting on your laurels, so he is willing to try something new and different, even if not everyone likes him. “And, in relation to the things we are working on now, I can say that the teams are very excited about the different projects that we have at Naughty Dog,” he said.
WOULD NAUGHTY DOG CHANGE HIS NARRATIVE PHILOSOPHY IN UPCOMING GAMES?
The director of the controversial The Last of Us: Part II says the studio will stay true to its storytelling style, at least for now.
“Our philosophy at Naughty Dog is generally that if it's an action sequence, it shouldn't be a cutscene. It should be on the stick. If it's something that, again, you want to focus on someone's face... well, that's really hard to do in-game; not impossible, but often you have to remove the gameplay and the mechanics that connect them to the character. And that's when we should go to a cinema”, comments Neil Druckmann.
But tell us, would you like the creative and his team to explore new ways of telling stories? Let us read you in the comments,
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