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Duke Nukem Forever Postmortem

Learn to Let Go: How Success Killed Duke Nukem on Wired hashes through the development history of Duke Nukem Forever, the unreleased first-person shooter that could serve as a poster child for vaporware after a 12 year production cycle. Though 3D Realms' George Broussard and Scott Miller did not participate in interviews and Broussard requested the same of their former employees, they got enough access to put together an inside look at what lead to the failures of this ambitious project. They discuss the problems caused by chasing technology and multiple engine switches, the "problem" of having too much money, the trials of managing a staff working on a project with no apparent end in sight, and the project's final days when 3D Realms finally needed outside money to complete the game. The conclusion includes this outlook on whether the game will ever be released:

Many observers think Take-Two is attempting to bleed 3D Realms dry until it has no more cash, then convince a judge to force Broussard and Miller to hand over intellectual-property rights to the Duke Nukem franchise to repay the $2.5 million advance. Its an IP grab, says one Dallas-area developer. If Take-Two actually secured the rights to Duke Nukem, it might likely throw out the by-then-aging Duke Nukem Forever and simply hire new developers to produce new Duke games. But even without the suit, there is only a short window for Duke Nukem Forever to come out in its current form before it will have to be revised yet again, to keep pace with changing technology.

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63. Re: DNF Postmortem Dec 23, 2009, 02:49 Creston
 
By your definition, once someone draws a single piece of art for a game, it's no longer vaporware.
Nonsense.

Okay... snappy comeback.


Yeah, no. They weren't RIGHT. Getting a game out is RIGHT.
Right, and we never seen you bitch about a game rushed out too early or lack of patches or......oh wait, yes we have.

Relevance to topic of discussion : Zero.

Obviously I was talking about how they took on publishers, how their idea of helping small up and coming indie developers. Hah, I even bet you knew what I meant...you got a tummy ache or something.

An idea in which they, like God Games, simply failed fairly quickly. They published exactly two games (Max Payne & Max Payne 2) and that was it. So, sure, they tried. They did not succeed. Though you'd never know it if you heard Broussard bleat.

Right I am sure their trailers are toooooootally faked, not based on the game at all. :D

It helps if you remember your own argument. Here, I'll even repost it for you : They were better and their work proves it, as little as we got to see. Every time it was better than anything at the time.

All you got to see was a TRAILER. And from a trailer, you declare that it was better than ANYTHING at the time. Ergo, better than Half Life, better than Deus Ex, better than Unreal, just better. From a 2 minute trailer. That's some serious faith you got there.


Dude, seriously. Let it go.
Let what go, the good times I had playing coop duke? What are you smoking tonight? More importantly where can I get some?

That overly melodramatic poetic waxing of yours, in which you moan that "we all lost something!!!!"

Duke 3d was a good game, nothing more. It's been surpassed dozens of times since then, and DNF might have been good or it might have been crap. You're acting like the entire gaming industry shut down. Blink away a few more tears for poor George there.

What's the use of being a gamer, living in the moment and recognizing a pulse in the space time continuum? It almost sounds like you weren't there.

A pulse in the space time continuum... okay... backing slowly away now.

Creston
 
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