Duke Nukem Forever Gets Delayed... again
thinq.co.uk
thinq.co.uk
> Things that have taken less time than Duke Nukem Forever's Development: The United States' entire program to put a man on the moon, from Kennedy's challenge to the landing.
DNF will have to be very special to make up for the 14 year wait. If people make fun games in 6 months, I'd expect DNF to have a lot more. I still play Genesis games, so graphical flash isn't something I put much value on, usually, but after such a long development time, I'd expect DNF to be at least on-par with the current generation of high end game AS WELL AS being fun and addictive, having replayability, great storyline, physics, AI, dialogue whatever.
So (IMO) my point stands: no matter how great DNF really is, it will never live up to the expectations built up by 1) previous DN games, 2) marketing and hype, 3) the 14 years of development and 4) the amount of money 3D Realms and Gearbox Software put into it. Thats my opinion anyway.
That alone is enough to make Duke stand out from the rest I think. I mean, how many games start off with you taking a piss in a urinal, using the right thumbstick to control your aim?
Importantly, could Programming, Motherfucker have fixed this? Or could the game have been so far ahead of its time that they were waiting on hardware able to run it? Or -- my personal theory -- were they not working on it for 14 years, and they just told the public they were ... some kind of 20% project that ended up having press releases and screenshots?
Tycho at PennyArcade wrote a great piece about it yesterday: http://www.penny-arcade.com/2011/3/23/
Compare old Star Wars to new Star Wars.
Or The Matrix to its hypothetical sequels.
On Star Wars, Lucas worked with a great editor who could say no to him. Same for script on Empire. For the Star Wars films 1-3 Lucas had total control over everything.
Put another way: It's commercial pressure that made Lucas subject to collaboration. And it's subsequent commercial pressure that made collaborators subject to Lucas.
Edit: Looks like I was a bit too little, too late. I don't like unpublishing, so I'll leave this comment untouched, but the linked Wired article is exactly what I was referring to.
The analogy to a 20% project is actually pretty apt. 3D Realms was mainly a publisher. The cash from that business let them screw around on DNF almost indefinitely without worrying whether it would ever ship or make a profit.
Perfection comes at a high price. Duke had and retains the power to be an absolutely massive franchise. With a steady tick-tock development model, you could pump out new Duke games every 18 months and be raking in hundreds of millions per release by now. And that's before considering movies, tie-ins and merchandising.
Perfection has destroyed value.
cheeky bastards.
Wanna speculate about stealth April 1st launch?
who knows..
http://en.wikipedia.org/wiki/Development_history_of_Duke_Nuk...
I think they dove in and built a game from the ground up. Perhaps there were art assets worth using, but perhaps not even that.