“Ellie would never kill anybody”: Neil Druckmann Had to Change Original ‘The Last of Us’ Plan After It Nearly Doomed the Game

   

SUMMARY

  • A fascinating revelation about The Last of Us's development shows how different the game could have been from what players ultimately experienced.
  • The decision to change Ellie's role in combat had far-reaching implications for both gameplay and narrative engagement.
  • This pivotal design choice helped establish new standards for companion characters in video games.

Ellie would never kill anybody”: Neil Druckmann Had to Change Original 'The  Last of Us' Plan After It Nearly Doomed the Game

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The journey of creating a masterpiece is rarely straightforward, and The Last of Us is no exception. While the game we know and love today features Ellie as a capable survivor who’s just as deadly as Joel, this wasn’t always the plan. In fact, Neil Druckmann’s original vision for the character was drastically different.

A close-up of a Clicker zombie enemy attacking Joel in The Last of Us Part I.
The game could have turned out drastically differently. | Image Credit: Naughty Dog

Back in 2016, Druckmann revealed a fascinating tidbit about the game’s development that might surprise even the most dedicated fans. It turns out that one of the most crucial aspects of Ellie’s character—her ability to fight alongside Joel—wasn’t part of the initial design. This decision, or rather the reversal of it, would prove to be a game-changer, quite literally.

The revelation sheds new light on how close we came to experiencing a completely different version of The Last of Us, one that might not have resonated with players in quite the same way.

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How The Last of Us nearly shot itself in the foot

The original concept for Ellie’s character was far more passive than what we ultimately got. As the writer and director revealed in a past RollingStone interview, Neil Druckmann had initially envisioned her as someone who would never engage in combat until the very end of the game:

For the longest time, the story was that Ellie would never kill anybody, until the end of the game when she had to kill someone to save Joel.

Apparently, this approach—while interesting in theory—quickly revealed its flaws during development.

The team realized that having a non-combatant companion in a game about survival would create a disconnect between gameplay and narrative:

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And we realized, you’re just forgetting about your ally. You’re like, ‘Oh wait, what are they doing again? I have this thing that’s following me around, but they’re not engaging in the actions I’m taking.’

The decision to make Ellie an active participant in combat wasn’t just about gameplay mechanics—it was about making players feel genuinely connected to both characters throughout their journey. After all, nothing builds trust quite like having someone watch your back while you’re fending off infected.

The evolution of companion AI in gaming

In-game screenshot of Ellie engaging in combat in The Last of Us game.
Ellie has likely inspired many companions after her. | Image Credit: Naughty Dog

This revelation about The Last of Us highlights a broader trend in gaming: the evolution of AI companions from mere followers to integral parts of both gameplay and narrative. The change in Ellie’s role represents a pivotal moment in this evolution:

Believe it or not, we had way more boxes and ladder boosts than what the game actually ended up with. This is a much-reduced version of that.

The success of this approach has influenced countless games since, proving that companions can be more than just walking inventory expansions or quest-givers. They can be genuine partners in the player’s journey, contributing meaningfully to both combat and storytelling—though someone should probably tell Starfield‘s companions that “meaningful contribution” includes actually hitting what they’re aiming at.

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Looking at Naughty Dog’s current projects, including their upcoming sci-fi adventure Intergalactic: The Heretic Prophet, it’s expected that these lessons about character agency and player connection continue to influence their game design philosophy.

While the studio may be exploring new horizons, the foundations built during The Last of Us‘s development remain as relevant as ever.

What do you think about this early version of Ellie? Would The Last of Us have been as impactful if she hadn’t been able to fight alongside Joel? Share your thoughts in the comments below!