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Wired News: 2002's Greatest Vaporware

Quill writes "Wired News has once again compiled a list of last year's greatest (worst?) pieces of vaporware. The winner (I won't spoil the surprise) has been on the list three times now! The nomination process was mentioned a few weeks ago on Slashdot."

55 of 349 comments (clear)

  1. Re:So glad they didn't spoil the surprise. by fliplap · · Score: 3

    Man, did you even read the entire posting? The nominations were posted, these are the results of the votes.

  2. hmm by pummer · · Score: 3, Funny

    how did they forget a Pentium that actually beats an AMD chip running at 2/3 its clock speed?

    1. Re:hmm by CrazyDuke · · Score: 3, Interesting

      Well, intel has been using a quad pumped (overrated) 100mhz FSB until just recently (now its a 133) while AMD has been using double pumped (again overrated) 133mhz FSB since the 1Ghz+ Tbirds. The new opertons, hammers, or whatever supposedly have an fsb that truely runs at 166 to 200mhz. So the ante will be upped again soon.

      Point: Its kinda keeping pace at 3/4's the speed. ;P

      Side note/rant: Personally, I'd rather have a 133 32bit frontside 1.0Ghz AMD than a 100 32bit frontside 2.4 Ghz Intel. Who gives a shit about the difference between 10 and 24 multipliers. What, so the cpu can wait 2.4 times more clock cycles to actually get something to do? Unless of course your PC is doing nothing but "i++;", etc. Then it can run off the cache.

      Hell, I've got a P-classic 233mmx underclocked to 225mhz with a 75mhz fsb instead of 66mhz and it smokes most PII's(except the ones that have an fsb faster than 66mhz of course)

      --
      Any sufficiently advanced influence is indistinguishable from control.
  3. tf2 by Senator_B · · Score: 5, Funny
    From the tf2 news pages:

    [December 18, 1998] - I Want My TF (TM) II
    Well folks, Team Fortress (TM) 2 will be here shortly and community sites are popping up all over the web. Clans are starting to form, Tournaments are being planned, and information pages are being posted. If you haven't checked out the sites yet, be sure to visit our links section or visit PlanetFortress.com for more information.

    Gee, I hope none of the tournaments have filled up yet, my clan was just getting off the ground.

  4. 2002's Greatest Vaporware by bucklesl · · Score: 5, Funny

    My #1 would be "Intelligent Posts on slashdot".

    --
    help fill in hidden movie endings @ End of the Credits
    1. Re:2002's Greatest Vaporware by Gyan · · Score: 5, Funny

      >i>My #1 would be "Intelligent Posts on slashdot".

      How is that vaporware ? No one expects it in the first place.

  5. Game-to-be-left-unmentioned by MrWa · · Score: 5, Interesting
    And people wonder why it is so hard to make money in the computer game industry...how many people, getting paid how much, have worked for so long to make this game? What are the chances it will come even close to breaking even? If every person that owned a computer bought a copy of this game, at the insane price it would have to be, would that even be enough?

    It has been said before but bears repeating: the games of yesteryear had something that all these new games, with their fancy graphics and supposedly advanced AIs, still can't seem to replace. Repeat after us Mr. Game developers: it's all the gameplay.

    1. Re:Game-to-be-left-unmentioned by MuValas · · Score: 5, Insightful

      Actually, the engine, although definitely one of the most technically complex parts, is no longer the "hardest" part. The core engine can still be designed by a small team ( 5, easily, 3 or less if they're really good, a la Carmack), and even in that, the core graphics is pretty much done by one person even on today's game. All the tools for the artist, level designers, and such, take up significantly more programmer time than the engine. And that is dwarfed by the content creation that artists and designers go through. I'd say the hardest part is actually making a fun, interesting game, while still maintaining a shiny patina of graphical goodness.

      Go create a single, high-poly, production-level model, including a bunch of animations, and then multiply by about 10,000 and you'll get a feel for the effort involved.

      And while I'm sure he was in on the design process, its not like Carmack sat around doing everything himself, surrounded by a chorus of yes-men-and-women, cheering him on. I'm pretty sure most everything outside of the graphics is done by others, please correct me if I'm wrong. Take a look at Armadillo Aerospace, and you'll see where he's been spending his time (and money, yikes!).

      And as for needing to sell a copy to every computer user, at an inflated price - do the math and you'll see that's a bit off. Say, $100, and 100 million computers in the country, which makes for a nice cool $10 billion if my maths (as the brits say) are correct. Its a moot point anyway, I'm sure the Duke Nukem' group have made so much cash off the old franchise, that its pretty much a rich-person's hobby at this point.

      Hell, I'll be incredibly impressed if they do get a good-quality game out the door any time in the next decade. Give me $50 million or so, and I don't think I'd ever get anything done again, especially not something as demanding and intense as game development.

      I'd just get stuck at the stripper motion capture sessions the press has mentioned ;)

    2. Re:Game-to-be-left-unmentioned by Safety+Cap · · Score: 5, Insightful
      And people wonder why it is so hard to make money in the computer game industry...
      It is hard if you don't know what you are a doing. Unfortunately, creating software is much like any construction project: without proper planning and design, the only thing you're going to do is spend a lot of money and put out a crappy product. Now, there are exceptions -- particularly if you are working on a single-developer, small project, or you are incredibly lucky -- lucky like my 90-year old grandma who smoked a pack a day ever since she was nine.

      Let me quote from the article:

      "We're undeniably late and we know it. We've switched engines a couple of times, and we've started over a couple of times. We've made some mistakes, and we've learned from them.
      --George Broussard, President, 3D Realms
      That pretty much says it all: they had no plan, they're making all of the classic mistakes of software development, and they are burning through the cash as if it were marshmallows at a boy scout outing.

      The least they can do is hire a competent project manager to slap those ho's back on track.

      Way I figure it, if they had 3 developers and one manager working full time for five years, they've already burned through close to two million dollars and have nothing to show for it. Hope they figure they can sell enough copies to *cough* at least break even. Do'o!

      --
      Yeah, right.
    3. Re:Game-to-be-left-unmentioned by Tuxinatorium · · Score: 3, Insightful

      The Max Payne dev team had about 20 people over 2 years, so if they were payed well that's a production cost under $5 million. There are 200 million computer users in the US alone, and the company makes $20+ from each $25 copy sold. So, they only need to sell 500,000 copies to get $10 mil, which is a 100% return on the investment in only 3 years. IIRC, they sold millions of copies.

    4. Re:Game-to-be-left-unmentioned by KewlPC · · Score: 4, Informative

      If you buy a game in a store for $25, the best the developers could hope for is $12.5. This is because the retailer gets half of the game's cost. And them getting as much as $12.50 assumes they published the game themselves, which in the case of Max Payne, they didn't

      $25 / 2 = $12.50 (half for retailer, half for publisher)

      Of that $12.50 that the retailer doesn't take, it is common for the publisher to take 50%, and divide up the rest among whoever is left. Now, Max Payne was developed by Remedy Entertainment, produced by 3D Realms, and published by GodGames.

      So, GodGames got 50% of that $12.50, or $6.25. The remaining $6.25 was divided up between Remedy and 3D Realms. Exactly HOW it was divided up is unknown to me, but let's assume that each got 50%.

      Therefore, for every $25 copy of Max Payne sold in a retail store, the developers (Remedy Entertainment) got about $3.12. Now, for a while the game cost $40 or $50, but most publishers pull all sorts of shenanigans so that they can stiff the developer out of their share of the money. Even if the publisher is as honest as a Boy Scout, that's still not a lot of money.

      If Remedy was smart, they demanded royalties from the movie rights, console and Macintosh port royalties, etc., but hey, who knows, not everybody has good business sense (and some have downright horrid business sense).

    5. Re:Game-to-be-left-unmentioned by Tuxinatorium · · Score: 3, Informative

      That's a load of BS. The markups are much larger than that. Example: Warcraft3 is $59.99 at the local WorstBuy, but it's $27.99 with FREE FEDEX at newegg.com. That means Newegg is getting it for under $25, so WorstBuy's markup is around 150%

  6. segway by Anonymous Coward · · Score: 5, Informative

    They're still not shipping segways.

    Amazon claims they're selling, but isn't releasing any numbers.

    Wasn't this supposed to have changed every american city by now?

    1. Re:segway by ackthpt · · Score: 3, Interesting
      Wasn't this supposed to have changed every american city by now?

      Well, I dunno if they will be the last, but San Francisco has already moved to ban them from sidewalks.

      --

      A feeling of having made the same mistake before: Deja Foobar
    2. Re:segway by Accipiter · · Score: 3, Interesting

      Nonsense. I've seen a few scooting around in downtown Atlanta. Even the police are using them.

      --

      -- Give him Head? Be a Beacon?
      (If you can't figure out how to E-Mail me, Don't. :P)

  7. Re:I should become psychic by Chris_Stankowitz · · Score: 5, Funny
    Wow, look at that, I was right!

    Come on, even miss Cleo saw this comming.

  8. mostly by SweetAndSourJesus · · Score: 4, Insightful

    Metroid Prime : exceptional gameplay
    Super Mario Sunshine : exceptional gameplay

    There are still fun games being released. Good gameplay isn't gone, it's just being drowned out by all the crap out there.

    Of course they're the minority, like in anything. How many movies came out this year that were focused on viewer enjoyment rather than glitz and flash?

    --

    --
    the strongest word is still the word "free"
    1. Re:mostly by Osty · · Score: 4, Insightful

      Metroid Prime : exceptional gameplay

      Metroid Prime: horrid control scheme


      Super Mario Sunshine : exceptional gameplay

      Sure, but it's nothing new. It's just Mario 64 with fancier graphics and a water gun. That doesn't mean it's not fun, just that it's nothing new.


      Now, how about Splinter Cell? It has the graphics thing down cold (mmm ... real time dynamic lights and shadows, soft body physics ...), and the gameplay is new and interesting (okay, so it's not revolutionary either, being an evolutionary step from games like the Metal Gear series and previous Tom Clancy games).


      Of course they're the minority, like in anything. How many movies came out this year that were focused on viewer enjoyment rather than glitz and flash?

      Exactly. This is something that the retro guys always forget -- they're looking back through rose-colored glasses. For every Super Mario World, or Legend of Zelda, or original Metroid there were hundreds of stinkers, rip-offs, and copies. There were tons and tons of games with terrible gameplay and no redeeming qualities. But, because it's the past, we don't remember those. We only remember the good games. Same goes for movies and for music. The past wasn't any better than now, it's just that time has made you forget the horrendous crap that was released.

  9. Re:D00000000P! by EvanED · · Score: 3, Interesting

    Have to point out... the [Wired] article is dated Jan 2. Can't be a dupe. Sure, we've had very, very similar stories before, but seeing as the article in question was posted today, it can't really be a dupe.

  10. Re:(spoiler for #1 spot) by DaBj · · Score: 3, Funny
    I have to hand it to 3D Realms, I have to respect a company that can focus on putting out a quality product no matter how late it may be. I know a lot of companies don't have the resources to do such a thing, at least 3D Realms does.

    Yes, I used similar reasoning to comfort myself while waiting for Diekatana, and that game sure was worth the wait in the end...
    --
    "GNU's not Unix....it's Linux" / Kami "kokamomi" Petersen
  11. The obvious reason for vaporware games by wackybrit · · Score: 5, Insightful

    I started helping on an open source project called Project Armageddon in 1996. It became a massive thing, with about 50 guys working, artists, programmers, the works. It was due for release in 1998. It still hasn't been released..

    Why? Because technology moves too quickly and your game looks old fast. If you write a game with a target for release in two years, you write for the highest end kit, make sure your engine scales, and hope for the best. But what if when two years have passed, you need another year to finish the title? Your title immediately looks old!

    What if Red Alert 2 ran a year late? It'd look like an old clunky piece of crap. Okay, it's still an excellent game, but it was more cutting edge in 2000 than it possibly could be in 2001.

    So, when titles run even just a year late, the developers have to rush and scramble to make their graphics engine look up to date.. but that introduces new bugs, so they become even more delayed.. then they need to upgrade the engine AGAIN, and repeat ad nauseum.

    1. Re:The obvious reason for vaporware games by GlassHeart · · Score: 5, Insightful
      technology moves too quickly and your game looks old fast.

      So find another niche to play in. Actually invent a new game, and it will look new.

      But what if when two years have passed, you need another year to finish the title?

      This sounds cruel, because the market is cruel, but your product then deserves to die. Schedule estimates off by 50% are rarely survivable.

      Please don't think I'm attacking you or your project, or that I'm saying I can somehow do better. I'm just saying that when trapped in a rat race with otherwise identical competitors, you must either do the job better than anybody else or create a new job entirely.

    2. Re:The obvious reason for vaporware games by rebelcool · · Score: 3, Informative
      They started with the quakeII engine, IIRC.

      Then switched to unreal.

      They also likely rewrote the unreal engine to add in features they wanted. As the article says, they rewrote the engine more than once.

      Of course now the unreal engine is obsolete, so they likely need a new engine.

      --

      -

    3. Re:The obvious reason for vaporware games by Chester+K · · Score: 3, Insightful

      Why? Because technology moves too quickly and your game looks old fast.

      Sorry, but that's a cop-out reason. Other developers manage to get their products out on time, and with high-tech graphics to boot. There's no reason a team of 50 can't get a game out in under 5 years, even if they are all volunteers. There's even less of an excuse for a professional development team.

      --

      NO CARRIER
    4. Re:The obvious reason for vaporware games by KewlPC · · Score: 5, Informative

      Nobody licenses an engine, only to rewrite it. Many companies license a game engine and then make tweaks and additions, but none license something just so they can rewrite it.

      Also, like with id Software engines, when you license the Unreal engine, you get access to the updates. 3D Realms may decide not to use them, but they have access to them.

      And before you say anything else stupid, the Unreal engine isn't obsolete. Unreal Tournament used it (there is NO Unreal Tournament engine; it's just a much later build of the Unreal engine than the version that shipped with the game Unreal), Unreal Tournament 2003 used it too IIRC.

      You see, instead of writing a new engine from scratch for every game, Epic built a solid foundation (the Unreal engine) which they could easily update to include the latest graphic technology. All they do is keep updating the same engine, adding stuff to take advantage of newer graphics cards and faster CPUs.

    5. Re:The obvious reason for vaporware games by KewlPC · · Score: 3, Insightful

      You have to be smart about which engine you pick. Smart developers pick an engine which can be easily updated.

      That is why id Software engines are so popular. For example, by licensing the Quake III engine, you get access to all updates to it for something like a year. Then all you need is a few programmers to write the non-engine code for your game, modify the engine to suit your needs, integrate the latest engine versions, etc.

      Epic has been doing this with their own engine for years. Unreal, Unreal Tournament, Unreal Tournament 2003, all used THE SAME ENGINE. The only difference was that UT used a later build than Unreal, and UT 2003 used a later build than UT. Whats more, anybody who licenses the Unreal engine gets access to the latest build. So anybody who made an Unreal-engine game around the time of UT was using the same engine as UT, and anyone who makes an Unreal-engine game now would be using the same engine as Unreal Tournament 2003.

      Therefore, theoretically, Duke Nukem Forever could have fairly decent graphics, assuming they updated their version of the Unreal engine to the latest build.

  12. Duke Nukem Never by Angry+Black+Man · · Score: 5, Informative

    Duke Nukem Forever started out on the Quake II engine. When that became outdated, they rewrote it for the Unreal engine. That was the last I ever heard ANY news on the game.

    They're going to have to write it again for the new Unreal engine, and then when they're done with that, they'll have to redo it again for the Doom 3 engine.

    It's a vicious cycle. Bets that this game won't see the light of day?

    --
    the byproduct of years of oppression by the white man
    1. Re:Duke Nukem Never by macdaddy357 · · Score: 3, Funny

      What now? I was just playing Duke Nukem Forever. I got it on a warez site. It Rocks!!! The graphics are amazing, and Duke has a lot of cool new phrases like, "Suck Deez Nutz, Bubba," "How ya like dem apples, Beyotch!" and ...

      --
      How ya like dat?
  13. As (I believe) Nintendo once said by grahamwest · · Score: 5, Insightful

    A late game is only late until it's released. A bad game will be bad forever. How many people remember when Super Mario 64 was supposed to be released vs when it actually shipped?

    In any case if you're going to put "Forever" in your game's title you have to expect a certain amount of jokes about it.

    --
    Graham
  14. Don't tell me, don't tell me... by Pseudonym · · Score: 5, Funny

    It's Daikatana, right?

    --
    sub f{($f)=@_;print"$f(q{$f});";}f(q{sub f{($f)=@_;print"$f(q{$f});";}f});
  15. Glad Duke Nukem is taking forever.. by xchino · · Score: 5, Interesting

    Persoanlly I'm glad Duke Nukem has been taking forever. I know this company has the ability to make a great game, and that they WANT to make a great game. Taking their time to do it right means alot to the overall gameplay. Even the best game ideas can be slaughtered by lack of attention to details.
    They've updated the engine a few times and started over a few times.
    Any coders out there know that sometimes intense modification or starting over is just what has to be done to make your program what you want. Or you could take the easy route and compromise your program concept to account for a mistake. A poor analogy would be that this is like shoveling all the crap in your roomunder the bed instead of cleaning up.

    --
    Everyone is entitled to their own opinion. It's just that yours is stupid.
    1. Re:Glad Duke Nukem is taking forever.. by GlassHeart · · Score: 4, Interesting
      Any coders out there know that sometimes intense modification or starting over is just what has to be done to make your program what you want.

      Yes, in many cases a rewrite is better than reuse. However, you do not discover major faults in your code that require a rewrite (much less "a few times") in the middle of development. To do so indicates that your team does not understand the code base it was to reuse, or did not understand the requirements. Either form of incompetence rightfully results in failure, especially in a cutthroat market like games.

      Also, "started over a few times" does not say "taking time to do it right" to me. It says they don't know how to do it right, and are just fumbling in the dark.

      Note that I am not familiar with their actual development practices, so I am assuming your description is accurate, and basing my comments on that.

    2. Re:Glad Duke Nukem is taking forever.. by Erik+Hollensbe · · Score: 3, Interesting

      Duke 3d had something that very few games (and certainly nothing from iD has ever produced) had:

      panache.

      Duke 3d was funny, the game play was excellent, the weapons had originality.

      There have been a few games out there that have this combo, but none of them are fun in multiplayer as well. :)

    3. Re:Glad Duke Nukem is taking forever.. by dubious9 · · Score: 3, Insightful

      Mod parent up. Unless your requirements change you shouldn't have to do a redesign. They should have stuck with the quake II engine and invested more into quality design and artwork.

      If they really wanted to do a game with the unreal engine, I'd say put it off until Duke Nukem Forever and Ever.

      Technology does not a good game make.
      Quality artwork is better.
      Quality AI is better than artwork.
      Quality game play is supreme.

      --
      Why, o why must the sky fall when I've learned to fly?
    4. Re:Glad Duke Nukem is taking forever.. by KewlPC · · Score: 5, Insightful

      All the funny lines from Duke Nukem 3D were stolen.

      "It's time to kick ass and chew bubblegum. And I'm all out of bubblegum."
      -Duke Nukem 3D

      "I came here to kick ass and chew bubblegum. And I'm all out of bubblegum."
      -They Live (a John Carpenter movie starring Roddy Piper and that black guy from Platoon), release in 1988

      A great many also came from the Evil Dead movies, and sounded much cooler when spoken by Bruce Campbell. I guess that's what happens when you get a radio DJ to do the lines for your game.

      What's worse, George Broussard said in a magazine interview that all the sayings and such in Duke Nukem 3D and Duke Nukem Forever were original. In the same article, there were screenshots from DNF where Duke Nukem loses his hand and puts a chainsaw in its place (a la the Evil Dead movies). Message for Mr. Broussard: open mouth wider and insert other foot...

    5. Re:Glad Duke Nukem is taking forever.. by rtscts · · Score: 3, Funny
      Duke 3d had something that very few games (and certainly nothing from iD has ever produced) had:
      Colour. As in NOT FUCKING BROWN
  16. Quark by GigsVT · · Score: 3, Insightful

    The OSX/Quark problem affects much more than "graphics enthusiasts" as they put it. Working at a prepress company as I do, it's a very real problem. I don't know why a "graphics enthusiast" would get Quark anyway, when I think of that I think of people like the Digital Blasphemy guy, not assembling postscript documents in Quark.

    --
    I've had enough abrasive sigs. Kittens are cute and fuzzy.
    1. Re:Quark by WatertonMan · · Score: 4, Insightful
      It has really hurt Apple though, which in turn affects many other things. A lot of people think that the two things holding Apple back from large increases in market share were no Quark for OSX (and a crappy version 5) and then Motorola's falling down on the G5. (Which, now that Motorola cancelled it, would get a vote from me for vaporware - however the cancelation sort of neglegates a true "vapor" label)

      Here's hoping IBM delivers the 970 soon and that Quark won't release something as bad as I think they will. Not because I'll use Quark, but I know how the "trickle down" effect works. By the same reasoning I didn't own Global Crossing or Enron stock, but their screw ups affected me nonetheless.

  17. Gotta toot my own horn, here... by phillymjs · · Score: 3, Interesting

    When the request for nominations went out, I posted my nomination, QuarkXPress for OS X, in the previous /. discussion, and also submitted it to Wired.

    Lo and behold, not only is it #7 on the list, but they quoted me in the article!

    To quote Bart Simpson, "There's only one thing to do at a moment like this: strut!" <cues up "Stayin' Alive">

    ~Philly

  18. Dated != not fun by yerricde · · Score: 3, Insightful

    If true, that's a huge relief since any game coming out now using the original Unreal (or UT) engine will look _very_ dated.

    *GWOE (Games With Older Engines) is not dying

    Pac-Man is dated. Pac-Man is still fun. Therefore, in some cases, dated is still fun. Namco still sells copies of Pac-Man on Game Boy Advance. Therefore, in some cases, dated sells. This correlates with the fact that games that remain fun continue to sell.

    However, notice that in auto racing, "DNF" stands for "Did Not Finish".

    --
    Will I retire or break 10K?
  19. What exactly is "vaporware"? by TomHandy · · Score: 3, Insightful

    My understanding was always that vaporware was specifically supposed to refer to products that are claimed to exist, and perhaps even exist in some basic stage of development, but are essentially non-existent in any practical term, despite the company's claims it is coming. The reason I ask is that it seems unusual to list products like the GeForce FX as "vaporware", just as it seems odd to list other products that are merely delayed but clearly do exist realistically. So, has the definition of vaporware changed to refer to anything that gets delayed, whether or not it exists....or has my understanding of what constitutes vaporware always been incorrect? -Tom

  20. It's pretty cut and dried... by phillymjs · · Score: 4, Insightful

    ...if you can't walk into a store and pick it off a shelf, or otherwise acquire it, it is vaporware.

    Companies can demo it and say it's 'almost ready' all they want, but until you can get product in exchange for payment, it's vaporware.

    ~Philly

    1. Re:It's pretty cut and dried... by freeweed · · Score: 3, Insightful

      ...if you can't walk into a store and pick it off a shelf, or otherwise acquire it, it is vaporware.

      You mean like the Mona lisa?

      The Eiffel Tower?

      How about the Giza pyramids?

      --
      Endless arguments over trivial contradictions in books written by ignorant savages to explain thunder in the dark.
  21. New Amiga by Xugumad · · Score: 4, Informative

    It's shipping, people have the new motherboards up and running. See Eyetech's (who are making the boards) announcement at http://www.eyetech.co.uk/amigaone/oct252002a.php, or the discussion at http://groups.yahoo.com/group/amigaone/. The OS itself isn't out yet, but the boards run Linux PPC just fine.

  22. Because 3D Realms is tricksy... by nsample · · Score: 5, Funny



    They've always been honest about their release date, and posted it openly since day 1. It's not their fault if the public can't read properly:

    Duke Nukem Forever

  23. I'm surprised they didn't mention.. by Reductionist · · Score: 3, Informative

    Prey! Anyone else remember this much vaunted/hyped fps from 3D Realms? It was first promoted back in '96 right before the original Quake was released.
    Googled this bit of info from IGN..
    http://pc.ign.com/articles/355/355382p1.html
    March 12, 2002 - Prey, its very name is the definition of vaporware, and is even perhaps responsible for a lot of the Duke Nukem nay saying. You see, Prey was to be 3D Realms' grand first-person shooting triumph. What it promised to sport in 1997 was a new engine with better than Unreal looks, Max Payne radiosity lighting, and Red Faction environmental interactivity.

    It was only after sometime that the reality of lacking technology sunk in and Prey, along with its Turok reminiscent story of a Native American gone alien abductee superhero was axed. From then, DNF was put in full swing, and has still yet to arrive, leading conspiracy theorist gamers with way too much time on their hands to always expect the worst.

    However, in 1999, 3D Realm's George Broussard made it abundantly clear that the title was still in some way, shape, or form being developed, but that it should not be expected anytime soon. Despite this, and all the other hype surrounding the title, it seemed Prey eventually wound up on the dreaded backburner (insert Prey falling prey pun here).

    That was then... This is now.

    Web rumor (as wonderfully reliable as it is) suggests the game has perhaps risen from the dead by the helping hand of Rune's own Human Head Studios. Further speculation cites the latest in Doom technology to be the likely power behind this prey's second wind.
    All parties rumored to be involved are obviously tightlipped (the terribly sad norm in this industry). We'll be back with more details if further information arises substantiating or debunking this rumor.

  24. correction in slashdot dept by Kunta+Kinte · · Score: 4, Funny
    This story should be

    from the I-want-new-shiny-things-to-distract-me -from-my-mind-numbly-unfulfilled-life-and-I-want-i t-now! dept.

    I admit, I'm guilty of this too.

    --
    Based on upvotes, Ageism is the only "-ism" Slashdotters care about and think isn't SJW
  25. Re:prime's control setup by Osty · · Score: 3, Insightful

    I'm sorry, but no. The game is fun, and the control scheme is serviceable, but it's also quite bad, and could've been much better. I own the game, and have played a number of hours in it, and I still dislike the controls. I know about the lock on trigger, and the freelook trigger, and I think they're a solution to a problem that never should've existed.


    And I know what type of game Metroids are, I don't expect the game to be a Halo killer or a fast-paced Quake. But that's still no excuse for a poor control scheme.

  26. They forgot one... by Dunkalis · · Score: 5, Funny

    This is the mother and father of vaporware. I mean, look of "vaporware" in a dictionary, and you'll find...

    GNU Hurd

    Couldn't resist!

    --
    Slashdot is a waste of time. I enjoy wasting time.
  27. autopr0n game-hyping system (patent pending) by autopr0n · · Score: 5, Funny

    Step 1. Think up an interesting idea for a game. Spend a few days coming up with mockup graphics.

    step 2. Keep working on other projects and spend a few hours a month working on more mockups and prototypes.

    Repeat step 2 for a couple years, show the 'game' to reporters. Hype relentlessly, but gradually taper off.

    Wait a few more years, occasionally report problems 'we switched engines' etc. everyone laughs, you become the quintessential vaporware, etc. Tell everyone you're waiting because the game is going to be perfect. Ship the games you were actually working on

    After 4 or 5 years of this, start working on the game. Everyone's heard of it, everyone knows about it. And when you're finished (in a year or so) everyone downloads the demo, even non-hardcore gamers. Of course, you'll need to make sure the game is fun, and polished, but if you succeed you'll have huge mindshare already, and probably a hit.

    Unreal was delayed and delayed, and since it was pretty good it sold well. Daikatana took forever, but it was shitty. If it had actually been a good game, it probably would have done well. We'll have to see what happens with DNF, but I bet it would have sold well if it was good.

    With my plan, you'll have years of hype and anticipation waiting for a game that only cost a year or so of development costs.

    and licensing my patent will only cost you 4% of the development costs!

    --
    autopr0n is like, down and stuff.
  28. Should be vapor games by d3xt3r · · Score: 3, Interesting
    This is just games not software.

    The best piece of vaporware still goes to Microsoft for .Net. A software product that doesn't exist but MS claims to be anything and everything at the same time.

    I hate to complain about posts but, Slashdot belongs in the "King of the misleading headlines department" lately.

    P.S. - you can't really mod me down for being off topic, this whole damn story is off topic.

  29. Re:(spoiler for #1 spot) by macrom · · Score: 3, Insightful

    If you want to applaud the efforts of a game development crew, then pick a team like id or Epic. These guys set internal release dates but tell the world that their games will be out "when they're done". They always seem to deliver a game in a timely manner, they always make good on the hype, and they both leave legacies for their products by crafting engines that other games are built upon. How those guys stay focused year after year and still manage to be on top is definitely book material. I would love to see a project management book by John Carmack and Tim Sweeney hit the shelves some day. These guys know how to get it done.

    3D Realms, IMO, is living on their legacy created by Duke 3D. Granted they've spent some time helping other games get out the door (Max Payne, Duke titles for consoles, etc.), but I think someone above summed it up best : their outfit comes across more like a rich man's hobby. Were it not for the reputation of 3D Realms, I think you'd see Duke Forever getting the same treatment as Daikatana, Ion Storm and John Romero got a while back. If you think about it, there isn't much difference between the two except that Romero had a track record with a different company. Let's all hope that Duke 4 doesn't come out as flawed as Daikatana.

    So now that I've said my piece, yeah, I think it's cool that 3DR can laugh about the progress made on their latest game. But I would prefer that they quit laughing and joking and actually ship something that even halfway meets the hype they've built. At least the hype has died down in the last year or two, giving them a much lower hype-target to hit!

  30. Half this list is games! by rtphokie · · Score: 3, Interesting

    Am I the only person left on ./ who isn't obsessed with gaming? Computers are wonderfully useful tools for tasks other than playing games.

  31. Glad Wired is sorting this out for us... by Infonaut · · Score: 3, Insightful
    since they've got such a good grip on what's going on, and have for such a long time. Anyone else remember the tragically optimistic "Push" issue of Wired Magazine? I quote: "The Web browser itself is about to croak."

    I couldn't help it. Dammit, I'm already accruing coal in my stocking for 2003...

    --
    Read the EFF's Fair Use FAQ
  32. QuarkXPress by jonadab · · Score: 3, Insightful

    > "Apple should buy out Quark simply to get this app out," opined
    > Stuart Long. "It's the one app holding back the adoption of an
    > amazing Unix OS."

    First off, the only thing holding back adoption of OS X is time; as
    people replace their old Macs with new ones, and as new apps and
    versions of apps are released that do not support Classic, adoption
    of OS X is a foregone conclusion. No one app matters, really. It
    can make the difference of a couple of years for some people, but
    in the long run it doesn't fundamentally change anything.

    My other comment about this is that for Apple to buy out Quark in
    order to get XPress out would probably disgruntle Adobe, which is
    probably not something Apple particularly wants to do.

    --
    Cut that out, or I will ship you to Norilsk in a box.