Duke Nukem For Never
PLSQL Guy writes "Duke Nukem Forever developer 3D Realms is shutting down, according to Shacknews. They cite 'a reliable source close to the company,' who said the developer is finished and employees have already been let go. It looks like all of the Duke Nukem Forever jokes are turning into reality; DNF might turn out to be the ultimate vaporware after all."
3D Realms' webmaster, Joe Siegler, confirmed the closing, saying that he didn't know about it even a day beforehand. Apogee and Deep Silver, who are working on a different set of Duke Nukem games (referred to as the Duke Nukem Trilogy) say they are not affected by the problems at 3D Realms.
There've been calls to open-source the game. Take-Two still owns the publishing rights on the title, and apparently never had an agreement to support development with funds--DNF was essentially privately funded.
DNF is now the gold-standard for vapor-ware. How much money did they spend, I wonder, producing nothing?
"I Don't Have Enough Faith to be an Atheist"
I've been kind of expecting/hoping for this for some time. Ever since the economy got so bad, I figured we might come to this. I'm actually amazed this didn't have before. You can't go that long with such incompetent management of a project and expect to be allowed to keep going, especially when you can't even be bothered to produce an actual time estimate for completion anymore except "When it's done".
...I would kill to have an ex-employee give a tell all interview about what the hell was going on for the last ten years or so. If any game media people are out there, I will gladly click through thirty pages of crappy advertising to read this one.
Rampant egos? Ineptness? Fraud? There has to be some juicy tidbits that will come put of the tale...
HA! I just wasted some of your bandwidth with a frivolous sig!
...that Wired names their annual vaporware awards in honor of Duke.
~Philly
I loved Duke Nukem 3D, I played it until 2003 or so (when the last DN3D league was closed). I still have it on my HDD and play against the sob-bot every now and then. I even helped working on the High-Resolution-Pack for some time and I wrote the win32 launcher for the sob-bot...
:-(
I was patiently waiting for DNF since 1997 and I never lost hope that some day it would be done
to me, this is as if a relative had died
The MAFIAA is a bunch of mindless jerks who will be the first up against the wall when the revolution comes
I worked at a UK games company where the CEO smashed the crap out of a devs car with a baseball bat because it made the front of the office look messy.
>> "Did not finish" in racing parlance
>
> (Non-native English speakers might not be familiar with this particular acronym expansion.)
It's internationally used atleast in sailing along with the DNS, DNC etc...
1 Earth is warming, 2 It's us, 3 it's royally bad, 4 we need to take action NOW
I can't tell if this is satire or real: http://gamingisstupid.com/2009/05/06/the-chair-story-revival/ "Scott quickly got to the point. Max Payne was going to do gangbusters⦠and 3DR had some other stuff up their sleeves that would be generating so much revenue for 3DR that they could continue on indefinitely⦠or at least another 5-10 years⦠without making a dime on internal development. Scott being the marketing buff he is (and Mark Rein being pretty much the same for Epic), they got this idea for how to generate the biggest story in the history of gaming. DNF being a monster hit is fine, but it wouldnâ(TM)t make âoeforeverâ history. As you can tell from the name and what Iâ(TM)m about to describe, Scott and George apparently had this idea from the very start but werenâ(TM)t sure they were going to act on it, but there wasnâ(TM)t any harm in using a name that would play into it. So in order to make âoeForeverâ history there was only one way to do that, and that is to turn it into something completely unprecedented in the industry. Turn it into the sort of thing that will be talked about 100 years from now." "The plan was actually pretty simple⦠create the longest developed game in history that eventually is one of the greatest games ever made. You have the time to work on it properly (no shit), so given the intelligence and talent of all the people involved, it was a pretty good bet. All 3DR had to do was make money on other stuff. All Epic had to do was open up a wide channel between the two companies. 3DR would serve as a research house for future Epic engine updates, but also give 3DR everything they did as well. The boots on the ground just had to keep the drum beating and keep the image of business as usual going."
I didn't have the Nintendos all the other kids my age had, but I honestly think I had more fun with the Apogee/3D Realms games I played so much.
I grew up playing those games, like the Commander Keen series, Crystal Caves, Raptor: Call of the Shadows, Hocus Pocus, and Secret Agent... good times... (and that's not even counting Wolf 3D, Rise of the Triad, Terminal Velocity... a lot of great games). I was happy playing the shareware episodes over and over, so I wasn't a very good customer as a kid :)
I did buy the full version of Secret Agent several years ago from their site, though, and had a lot of fun checking out the other episodes that I never played originally. Quite satisfied for the $10 or so I paid. I bought Crystal Caves a couple years later as well, and my brother got Raptor: Call of the Shadows which was always one of his favorites. My dad had all the Wolfenstein 3D episodes when they were originally out; I'm not sure he actually paid for them though.
It would, indeed, be a shame if the only way to play these old games was by finding a torrent. The site isn't working for me right now either, but they do have all the shareware versions of their catalog titles available for download in addition to the full (paid) versions.
Anyway... it's refreshing to stir up some nostalgia that's relevant to me; as I mentioned, usually people my age just talk about their Super Nintendos :)
I have another proposal.
When 3d realms was in its heyday, game development was a much much much smaller endeavor than today. Interactivity consisted of playing a sound file when you cross a certain line.
At the time, anyone could make a game with the BUILD engine, and there were lots of non-commerical full-length TCs of very good quality. Even a bunch of kids could put together something of fairly good quality. Today, game development is a much more involved process. Creating a single level is a massive achievement of art, programming, design.
I bet the people at 3d Realms simply were overwhelmed by the challenge of managing a project of that size. The quirky rapid-fire development cycle and snap decision-making that's kept DNF from being released also resulted in some of the most incredible 3d games of the 3drealms era.
It's been a long time.