The team experimented with different plot structures and considered scrapping the game entirely until they settled on an idea that mirrored the first game; Druckmann identified that The Last of Us is about the extreme measures one would take for love, whereas Part II is more about how far one would go to bring justice for those they love. He initially stated that, while the first game focuses on love, Part II centers on hate; he later rephrased that both games are about love, analyzing the best and worst it can offer. He felt that the town of Jackson represented the best, as its population attempted to live morally in a world representing the real one, while the war between the Washington Liberation Front (WLF) and the Seraphites demonstrates the worst, despite some glimpses of hope within the lives of the former. Druckmann predicted that some players would dislike the game's story, but said that he would prefer passionate hate over apathy. He found that some players considered the characters in the first game to be "sacred" and wanted to ensure that was not the case with the sequel. The game's themes of revenge and retribution were inspired by Druckmann's own experiences growing up in the West Bank, where violence was a frequent topic. He specifically recalled watching footage of the 2000 Ramallah lynching and how, after hearing the cheering crowds, his mind immediately turned to violent thoughts of revenge against them; he later admitted to feeling "gross and guilty" for having these thoughts. He wanted the player to feel a "thirst for revenge" before making them realize the reality of their actions. Once he had settled on a basic concept, the remainder of the narrative outline was complete within weeks. He noted that some members of the team felt reluctant about the game's cynicism, but ultimately he preferred a divisive story than a "mundane" one. He found that stories showing the cost of revenge were more nuanced, and wanted to use the interactivity of the medium to push these feelings to players. He found that people often want to bring someone to justice after witnessing a horrible act, but are unable to do so due to laws and society; in the game's world, where these societal structures no longer exist, he saw an opportunity to explore this concept. When researching for the game, he watched the documentary films Paradise