Naughty Dog wanted Drake to embody the everyman archetype. E. Daniel Arey, former Naughty Dog creative director, stated that there is a fine line between jerk and lovable rogue, and that they developed Drake to be more human and accessible. If a hero constantly shows their human side, said Arey, we relate and forgive any seeming overconfidence because we’ve all been there. Neil Druckmann, lead designer of Uncharted 2: Among Thieves, explained that Drake was meant to react to situations in the manner that the average player might. Hennig commented: ... when we set out to do Uncharted, we decided we wanted to tackle one of these beloved action-adventure games in the spirit of this whole tradition. We knew that in order to pull it off, we had to have a hero who was completely relatable, just a regular guy. So when people saw him and said Why do I want to play a guy in t-shirt and jeans that was a deliberate move on our part, to say look, he's just a guy. He's just like you and me.