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How Success Killed Duke Nukem

Submitted by: KnightMare @ 11:00 AM | Tuesday, December 22, 2009 | (url: http://www.wired....)

On the last day, they gathered for a group photo. They were videogame programmers, artists, level builders, artificial-intelligence experts. Their team was finally giving up, declaring defeat, and disbanding. So they headed down to the lobby of their building in Garland, Texas, to smile for the camera. They arranged themselves on top of their logo: a 10-foot-wide nuclear-radiation sign, inlaid in the marble floor.

To videogame fans, that logo is instantly recognizable. Its the insignia of Duke Nukem 3D, a computer game that revolutionized shoot-em-up virtual violence in 1996. Featuring a swaggering, steroidal, wisecracking hero, Duke Nukem 3D became one of the top-selling videogames ever, making its creators very wealthy and leaving fans absolutely delirious for a sequel. The team quickly began work on that sequel, Duke Nukem Forever, and it became one of the most hotly anticipated games of all time.

It was never completed. Screenshots and video snippets would leak out every few years, each time whipping fans into a lather and each time, the game would recede from view. Normally, videogames take two to four years to build; five years is considered worryingly long. But the Duke Nukem Forever team worked for 12 years straight. As one patient fan pointed out, when development on Duke Nukem Forever started, most computers were still using Windows 95, Pixar had made only one movie Toy Story and Xbox did not yet exist.

On May 6, 2009, everything ended. Drained of funds after so many years of work, the games developer, 3D Realms, told its employees to collect their stuff and put it in boxes. The next week, the company was sued for millions by its publisher for failing to finish the sequel.


12-22-09 - 11:12 AM
wat
12-22-09 - 11:19 AM
how did success kill them again?
it mentions nothing in whatever you just posted
fag
12-22-09 - 11:20 AM
i think we established this in the other 15,000 threads on this exact same subject
12-22-09 - 11:20 AM
read the article
fag
12-22-09 - 11:20 AM
Should of released what he had at each step.

I knew this years ago when they kept saying the game was done, but he wanted it to look better.

He wanted the game to be so perfect, he wouldn't release what he had, and a new game or engine made them keep starting from scratch.

They should release what they have right now.
12-22-09 - 11:21 AM
Originally posted by Goshin  
how did success kill them again?
it mentions nothing in whatever you just posted
fag


its a 4 page story :lol:
12-22-09 - 11:24 AM
I"M NOT READING 4 PAGES WTF
12-22-09 - 11:25 AM
click the single page link then, duh :P
12-22-09 - 11:26 AM
Reason for duke nukem not being made was the dev team for it didn't know what the fuck they were doing.
The original games were fucking no more than mods with a sound pack

LOL DUKE NUKEM CUSCASXCZC ASS
12-22-09 - 11:31 AM
i didn't read the story, but it seemed like they always wanted to change engines.....stupid move
12-22-09 - 11:31 AM
cliffs

3DR had money in the bank to not get indebted to a publisher.
That gave them creative freedom ie no deadlines, able to dictate what went into game.
The main 3DR guy (Bossoure) wanted DNF to be the best looking shooter at release like the original.

So every time new technology came out he demanded they add to game, Every time new engine came out he demanded they switch.

Eventually they ran out of money.
12-22-09 - 11:32 AM
Pretty good read if not a little short on details.
12-22-09 - 11:34 AM
Originally posted by Hudson  
cliffs

3DR had money in the bank to not get indebted to a publisher.
That gave them creative freedom ie no deadlines, able to dictate what went into game.
The main 3DR guy (Bossoure) wanted DNF to be the best looking shooter at release like the original.

So every time new technology came out he demanded they add to game, Every time new engine came out he demanded they switch.

Eventually they ran out of money.


yeah thats pretty much exactly what I thought. switching engines is beyond stupid. if the engine you have (and have invested a lot into it) isn't doing what you want it to, you should upgrade that engine, rather than switch to a new one. sounds like that guy shouldn't be running a company.
12-22-09 - 11:36 AM
sounds like a smart guy
12-22-09 - 11:39 AM
The author made the point that they switched from the build engine to the Quake II engine. Which probably wasn't a bad idea as build was dated and quake 2 was fresh.

Then they switched to unreal and bla bla bla. Had they stuck with QII DNF would have been released and probably had 2 sequels.

That guy should most definitely be running a company, I don't think he should be involved in game development at all. The article also said something like on at least one occasion maybe more the game was at a state where they should have froze development and started polishing.

Instead they scrapped what they had and started again.
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