

Likewise, for Ellie - there are different interpretations out there. When he has that final lie with Ellie, he’s willing to put his relationship with Ellie on the line in order to save her. Finally it comes to putting his soul on the line, when he’s willing to damn the rest of humanity. But then he’s willing to put his friends on the line. That’s almost the easiest thing for him, where he’s at. At first, he’s willing to put his life on the line. Each step of the way is a greater sacrifice. Ultimately, at least for Joel, it became this idea of exploring how far a father is willing to go to save his kid. That was our earliest intention for those characters and their arcs. She’s the one saving him and essentially bringing him back to life. All this worked toward a climactic moment where their roles would flip, both in story and in gameplay. The more time she spends with a survivor, the more she takes on those qualities herself. The reverse of that, for Ellie, would be a coming of age story. The more time he spent with Ellie, she would pull these aspects back out of him. He’s a very different person from the father you saw in the beginning of the story. GamesBeat: As far as intentions, what kind of story did you really want to tell?ĭruckmann: We knew we wanted this arc where we started with someone whose life has been horrible for the past 20 years. That morphed into a question: Could you build an entire game around this concept of meeting a character really early on and forming a bond that would evolve and shift as you see all the facets that a deep relationship between two people can have? That idea stuck in the back of our minds when we started discussing our next project. You hear gunfire and stuff in the distance, but it’s this really beautiful moment that you get to share with this character, all through gameplay. As you’re climbing up on this rooftop of this building, you get to see a vista over this whole city as it’s lit up.

She really wants to share something with you. She’d start climbing up buildings and jumping gaps, and you’re following her and seeing that she’s excited.

She would shake Drake awake in the middle of the night and motion for him to follow her. We started to brainstorm how you would form a bond through gameplay, where you can’t rely on dialogue. They all bed down for the night, and one of the members of the group is this teenage girl who is mute. He joined this rebel group that was fighting a civil war. One of the things we ended up calling “The Mute Girl” is a sequence of gameplay - again, this was all just theoretical. Neil Druckmann: When Bruce and I were working on Uncharted 2: Among Thieves, we would brainstorm a lot of gameplay scenarios or story scenarios. Three top investment pros open up about what it takes to get your video game funded.
