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The Nuking of Duke Nukem

Rick Bentley writes with more on the story behind the meltdown of Duke Nukem Forever, the game that will now live on only as a cautionary tale: "Although the shutdown was previously reported on Slashdot, this new Wired article goes in-depth behind the scenes to paint a picture of a mushroom cloud-sized implosion. Developers spending a decade in a career holding pattern for below market salary with 'profit sharing' incentives, no real project deadlines, a motion capture room apparently used to capture the motion of strippers (the new game was to take place in a strip club, owned by Duke, that gets attacked by aliens), and countless crestfallen fans. *Sniff*, I would have played that game."

325 comments

  1. Developers with style by sopssa · · Score: 5, Insightful

    Using motion capture room for strippers is just badass.

    1. Re:Developers with style by elrous0 · · Score: 4, Insightful

      I bet it's not so badass sitting at the unemployment office wishing you had actually WORKED ON THE DAMN GAME instead of wasting time.

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    2. Re:Developers with style by g0bshiTe · · Score: 1

      Would that be considered a job perc?

      --
      I am Bennett Haselton! I am Bennett Haselton!
    3. Re:Developers with style by Anonymous Coward · · Score: 0

      I doub't it was really motion capture but just the normal kind of capture and take home. As I read TFA it felt just like The Office,... IRL. Would have been awesome working there.

    4. Re:Developers with style by Wowsers · · Score: 2, Funny

      A project where they are motion capturing strippers, no wonder the project has got nowhere! Probably the most uncovered women these 'nerds' have seen in their life. Why would they want to stop that?!

      --
      Take Nobody's Word For It.
    5. Re:Developers with style by Anonymous Coward · · Score: 1, Insightful

      I don't know what kind of "profit sharing" incentives they were offered, but it seems to me that having a company sponsored stripper room is as good an incentive as any to work for below market salary

    6. Re:Developers with style by Monkeedude1212 · · Score: 5, Funny

      Well, You know what they say. It's better to have motion captured strippers and lost, than to have never motion captured strippers at all...

    7. Re:Developers with style by slim · · Score: 4, Insightful

      Presumably Grand Theft Auto IV's developers mo-capped strippers, and that shipped.

    8. Re:Developers with style by interval1066 · · Score: 1

      A lot of those guys were super-talented, I'd be surprised if they stayed unemployed for long.

      --
      Python: 'And then suddenly you have a language which says "we're all stuck with whatever the whiniest coder wants".'
    9. Re:Developers with style by Stick32 · · Score: 1

      Well, You know what they say. It's better to have motion captured strippers and lost, than to have never motion captured strippers at all...

      Pretty sure that's illegal in most states...

    10. Re:Developers with style by elrous0 · · Score: 5, Insightful

      Would you be quick to snap up someone whose only professional credit was "Worked on a game for 12 years that never came out"? I say that half-jokingly--but, in all seriousness, that had to have hurt some of those guys professionally.

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    11. Re:Developers with style by delinear · · Score: 4, Insightful

      Just what I thought on reading this - sure they were super talented in '97, a decade later with nothing visible to show for their efforts, got to be tough to prove your worth. Especially if they were already working for below market rates. I hope they did manage to move onto better things.

    12. Re:Developers with style by FatdogHaiku · · Score: 1

      It's a good incentive to show up... Work, not so much... Everyone becomes a director, "OK we need you to slide it up and down the pole, yeah, just like that! Now the other girl comes up behind you and puts her fingers... Oh, Hey Boss! just calibrating the rig for our next shot! What? No, the markers stick better to the bare skin, really..."

      --
      You have the right to remain sentient. If you give up the right to remain sentient, you will be elected to public office
    13. Re:Developers with style by BobMcD · · Score: 3, Insightful

      I bet it's not so badass sitting at the unemployment office wishing you had actually WORKED ON THE DAMN GAME instead of wasting time.

      Read TFA. It wasn't TnA that caused it to fail, it was good old fashioned feature creep, applied to the damn engine underneath.

    14. Re:Developers with style by Anonymous Coward · · Score: 0

      Strippers

    15. Re:Developers with style by Cornflake917 · · Score: 1

      Would you be quick to snap up someone whose only professional credit was "Worked on a game for 12 years that never came out"?

      After seeing some of the last videos of the gameplay before DNF got axed, my answer to that would be: yes, fuck yes.

    16. Re:Developers with style by binarylarry · · Score: 1

      I'm pretty sure they have a fucking sweet portfolio to show prospective employers.

      --
      Mod me down, my New Earth Global Warmingist friends!
    17. Re:Developers with style by jcatana · · Score: 1

      I wonder if they were paying $20 for a 3 minute song to motion capture the strippers. If so, no wonder the game was so over-budget.

    18. Re:Developers with style by dzfoo · · Score: 1

      What you are missing is that their C.V. would not say "Worked on a game for 12 years that never came out", but instead it'll say something like "Lead A.I. developer for Duke Nukem Forever", and then show them a link to the YouTube video of a demo.

      Sure, the game never came out for various reasons, but everybody in the industry is familiar with it, and is aware that real work went into it.

            -dZ.

      --
      Carol vs. Ghost
      ...Can you save Christmas?
    19. Re:Developers with style by sopssa · · Score: 1

      Exactly, and many of them are industry veterans.

    20. Re:Developers with style by swb · · Score: 2, Insightful

      I think at places like that your career actually becomes "Portfolio Development" since there's really no goal or end to the project itself. People actually end up spending days and days just honing portfolios.

    21. Re:Developers with style by hackerjoe · · Score: 4, Insightful

      You do realize that's just a bunch of handmade animations someone put together? That's the kind of stuff you put together to make a pitch, not a playable game. It's not a bad pitch, but that's the kind of work one talented artist (and maybe a programmer to help get it going in-game) could do in a month or two.

      There are worlds of difference between that and a full, playable game.

    22. Re:Developers with style by Anonymous Coward · · Score: 0

      Yes, and how are you supposed to be able to work when there is a motion capture room capturing the motion of strippers anyway?

    23. Re:Developers with style by interval1066 · · Score: 1

      There are worlds of difference between that and a full, playable game.

      Yeah, you're right. Those developers are completely over the hill now and have no chance of doing anything productive ever again.

      You've got to be joking.

      --
      Python: 'And then suddenly you have a language which says "we're all stuck with whatever the whiniest coder wants".'
    24. Re:Developers with style by The+Ultimate+Fartkno · · Score: 2, Funny

      Pretty sure that's illegal in most states...

      No, no, that's *capturing* strippers. Motion capturing them is quite legal. You just have to ask really nicely before you try to stick the little green dots on them. Or so I hear. I've never even touched... er, met... umm, I mean *seen* a stripper. And I've never been within fifty yards of an elementary school in the... Hey, is that Ubuntu? You should show me how that works and stop reading this post before my parole off... mom gets here.

      Aww, dammit.

    25. Re:Developers with style by Anonymous Coward · · Score: 0

      Are you kidding?! I'd hire any one of those jokers in a heartbeat just for the stories lol.

    26. Re:Developers with style by Anonymous Coward · · Score: 0

      Pretty sure that's illegal in most states...

      No, no, that's *capturing* strippers. Motion capturing them is quite legal. You just have to ask really nicely .

      First ask if they are willing to do "nude modeling" so as to avoid police entrapment . . .

    27. Re:Developers with style by Anonymous Coward · · Score: 0

      yeah but im sure the strippers weren't there for 10 years. and the studio was used to capture other motion actors as well.

    28. Re:Developers with style by riT-k0MA · · Score: 1

      So um... What happened to the motion-capture videos? >.>

    29. Re:Developers with style by Stregano · · Score: 3, Funny

      Crap, now I have to let all of those strippers out of my basement.

      --
      The world is how you make it
  2. as a kid by PizzaAnalogyGuy · · Score: 5, Funny

    Ah, memories from childhood. One day my friend told me he had found a kickass game from a BBS and asked if I wanted to go play it with him after school. He described it to me and I was already sold, but but... My mother Giovanna had told me to help my father at our family pizza place after school. Damn it!

    School day became to end and I tried to consider my options, but there were none. I had to go help my papa make pizza. Frustraded, almost crying, I walked the streets of Naples back home. Every now and then I watched inside a window on the street and noticed someone playing on computer. I was thinking if that could be it, but I'd never know.

    I decided to think for a moment. Like a good oven takes its time and peace to bake and finish a delicious pizza, my padre would wait for me. It was time to go see what the game was about.

    And I was amazed. Great looking graphics, funny sounding man that I did not understand and girls with something on their chest that looked like doughnuts with a salami on top of it. It was truly marvelous.

    While later serving customers at my fathers pizza place, I couldn't but think that I have to get a computer and this Duke Nukem 3D game. I mean, I loved baking pizza. But there is a time when a boy must choose between leisure and girls. But my father never got me a computer.

    Like an overbaked pizza, my dreams were crushed when Duke Nukem Forever never came.

    1. Re:as a kid by Anonymous Coward · · Score: 0

      Eh, doing pizza analogies is pretty tepid. How about registering an account called something like "TamponAnalogyGuy". Now THAT would be challenging.

    2. Re:as a kid by mcgrew · · Score: 3, Interesting

      Dude, that was the third iteration of Duke Nukem and it lacked much that the side scrollers had. My favorite part of DN1 (a squeaky little side scroller that used the PC speaker for sound) and DN2 (similar to 1 but better 2D graphics and used the PC's sound card) was shooting the Energizer Bunny.

      George Broussard used to post at Planet Crap almost daily shortly after DN3D came out. He said there were 35,000 people that registered DN1, which had been released as shareware.

      I was one of the 35k. It was twenty bucks well spent! I think I picked up DN2 at K-Mart.

    3. Re:as a kid by elrous0 · · Score: 1

      I first discovered it when someone released a "The Shining" mod. I heard about it among some fans of the movie and bought it just for that mod (still one of the coolest mods ever, IMHO). And afterward, I actually played the main game and enjoyed that too. It's a great example of how fan mods can benefit a game greatly. Console makers should take heed and allow them for console games too.

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    4. Re:as a kid by Anonymous Coward · · Score: 2, Funny

      like a blood soaked tampon left in for too long, DNF died of toxic shock syndrome?

    5. Re:as a kid by grub · · Score: 1

      Thanks for that! I love D3D but haven't played many mods. Just downloaded that Shining mod.

      --
      Trolling is a art,
    6. Re:as a kid by rot26 · · Score: 5, Funny

      How is George Broussard like a tampon? They're both stuck up cunts.

      --



      To ensure perfect aim, shoot first and call whatever you hit the target
    7. Re:as a kid by nametaken · · Score: 1

      I find the part about the Energizer Bunny interesting. Space Quest IV: Roger Wilco and the Time Rippers had a goal where you had to lasso the Energizer Bunny, which had survived beyond most humans into a kind of post apocalyptic world. Weren't they both Sierra games?

    8. Re:as a kid by Anonymous Coward · · Score: 0

      Like an overbaked pizza, my dreams were crushed when Duke Nukem Forever never came.

      That's what she said?

    9. Re:as a kid by g0bshiTe · · Score: 1

      Console makers should take heed and allow them for console games too.

      Um, these days so should PC game makers. YES I AM TALKING TO YOU INFINITY WARD!!!!!

      --
      I am Bennett Haselton! I am Bennett Haselton!
    10. Re:as a kid by mcgrew · · Score: 1

      I had Roger Wilco and iirc it was Sierra, but Duke Nukem was Apogee (later split into Id and 3D Realms).

    11. Re:as a kid by Isaac-1 · · Score: 1

      I was also a registered owner of DN1, along with such other period classics as Cosmo's Cosmic Adventures, and Wolf 3D, etc.

    12. Re:as a kid by Anonymous Coward · · Score: 0

      Eh... DN II sucked, though. The first trilogy was great, among the best games Apogee ever distributed (although I always died in the final fight in DN3 - damn spikes x.x), but DN II? I never got into it.

      Duke Nukum (no typo) all the way, baby.

    13. Re:as a kid by Anonymous Coward · · Score: 0

      Yeah, it's easy to criticize him from your arm chair. Although I'm not sure crude name-calling counts as criticism.

  3. And now for something completely obvious by Gadget_Guy · · Score: 5, Funny

    Developers spending a decade in a career holding pattern for below market salary with 'profit sharing' incentives, no real project deadlines, a motion capture room apparently used to capture the motion of strippers

    Really, that's just too easy. Can't you at least make it a challenge to get +5 Funny???

    Oh well, here goes... Sounds like my job, but without the strippers.

    1. Re:And now for something completely obvious by Dun+Malg · · Score: 2, Informative

      Yeesh. Sounds like my job, only without the profit sharing OR the strippers.

      --
      If a job's not worth doing, it's not worth doing right.
    2. Re:And now for something completely obvious by Anonymous Coward · · Score: 0

      Yeesh. Sounds like my job, only without the profit sharing OR the strippers.

      X-Bender: Aaaw, screw the whole thing!

    3. Re:And now for something completely obvious by dzfoo · · Score: 1

      Dude, what do you use your motion capture room for?

            -dZ.

      --
      Carol vs. Ghost
      ...Can you save Christmas?
    4. Re:And now for something completely obvious by Anonymous Coward · · Score: 0

      OMG, teh profit sharing! That's right up there with the "when it's done" deadline and the FAQ line about how "system requirements will be quite heavy" when it comes to partying like it's 1995 all over again.

      Yeah, it'll be great but I'll have to upgrade my 486 to a Pentium and buy an 8mb Voodoo card! WOOT!

    5. Re:And now for something completely obvious by Anonymous Coward · · Score: 0

      In fact, forget the strippers! No, wait...

  4. Never mind the sourcecode by BorgDrone · · Score: 5, Insightful

    Now the game is cancelled, can they at least release the data from the motion-captured strippers ?

    1. Re:Never mind the sourcecode by dintech · · Score: 2, Funny

      Yeah. I'd like a copy of the assets of those assets.

    2. Re:Never mind the sourcecode by Anonymous Coward · · Score: 0

      "where is the motion capture data from the strippers"

      Yep. +5 Insightful. Awesome.

    3. Re:Never mind the sourcecode by A12m0v · · Score: 1

      Have you seen a stripper (in action)? of course it is insigt ful.

      --
      GENERATION 25: The first time you see this, copy it into your sig on any forum and add 1 to the generation.
    4. Re:Never mind the sourcecode by MBGMorden · · Score: 4, Informative

      You know, a lot of people like to put them down, but I've seen some strippers in clubs do some pretty impressive things. You go in and strippers basically fall into 4 categories:

      1. The drug addict working to feed the habit
      2. The single mother feeding the kids
      3. The girl working for tuition
      4. The professional/career stripper

      Types 1 is annoying but must be tolerated. Types 2 & 3 are a crap shoot - sometimes they're attractive, sometimes not. Type 4 though often put on a hell of a show. The professional girls often times can do some crazy stuff on a pole. To see a girl climb to the top of a 12-14 foot pole wearing lingerie and do a controlled slide down the thing upside down and be naked by the time she gets to the bottom (while doing all this to the actual beat of the music) takes some skill ;).

      --
      "People who think they know everything are very annoying to those of us who do."-Mark Twain
    5. Re:Never mind the sourcecode by Critical+Facilities · · Score: 3, Interesting

      Hate to break it to you, dude, but #3 and #4 are figments of your imagination. Every strip joint has at least 1 girl who's "working her way through college", but it's just a story line that's been repeated 100 million times to sucker some dude for a few extra bucks. It's the same as the illusion that they make $2500 per night. It's always interesting to ask one of these characters "if you make $2500 per night, how come your boyfriend has to drop you off and pick you up in your 1982 Ford Escort?" and watch her head explode.

      Don't get me wrong, I have nothing against strip clubs, and have had some great times in them. I've just been in enough of them for long enough to know that there is no mythical lawyer-in-the-making who's paying her tuition with tips.

    6. Re:Never mind the sourcecode by mikael_j · · Score: 1

      Oh, both #3 and #4 exist it's just that most members of group #3 either aren't very active (since they're normally working for beer and weed money, not tuition) or they end up transforming into a member of one of the other groups and most members of group #4 don't exactly strip in your regular strip joint in the bad part of town, they can most likely be found in places where you have to pay $50 for a drink and just checking your jacket at the door ends up costing more than what most people are prepared to spend on beer in one night...

      /Mikael

      --
      Greylisting is to SMTP as NAT is to IPv4
    7. Re:Never mind the sourcecode by MBGMorden · · Score: 3, Interesting

      You must be looking in the wrong places (or just not close enough to a local college). Trust me I've been in and out of them for a LONG time and have known plenty of strippers both in and out of the club setting. When I was in college I knew 2 other students specifically (who I met AS a student, not as a strip club attendee) who were doing it explicitly for tuition money. One of my sister's best friends also is a stripper who does it to fund her tuition (she's going for an anesthesiologist - my sister goes to the same school and is in the nursing program).

      I think you're just visiting the wrong caliber of club ;).

      --
      "People who think they know everything are very annoying to those of us who do."-Mark Twain
    8. Re:Never mind the sourcecode by ari_j · · Score: 1

      I only go to strip clubs for the athleticism. That's the real reason that I dislike fat strippers - it's not a shallow thing at all, I just don't enjoy the show without the athletic demonstration.

    9. Re:Never mind the sourcecode by Critical+Facilities · · Score: 4, Interesting

      You must be looking in the wrong places (or just not close enough to a local college). Trust me I've been in and out of them for a LONG time...I think you're just visiting the wrong caliber of club ;).

      Well, let's see, I started going to them when I was 17 (with my boss at the time who was dating one of the "girls"....though his wife didn't know), and have been in and out of many different ones in many different cities over the last 20 years, so I'm not exactly a stranger to the scene. I've had more than casual "acquaintances" with several girls often spanning several years, so it's not as if I'm making these statements based solely on the table-talk. All I'm saying is that IF you've met any who actually did complete their respective degrees and went on to leave the stripper life, you sir, have met a rare breed indeed. It has been my experience that the clubs are filled with plenty of girls with seemingly good intentions, that rarely manifest.

      I've been in all walks of clubs, with all types of girls, from the seedy to the chic, and the stories/archetypes appear to be universal.

    10. Re:Never mind the sourcecode by Critical+Facilities · · Score: 4, Interesting

      most members of group #3 either aren't very active (since they're normally working for beer and weed money, not tuition)

      Actually, I think you proved my point for me. For any girls you've met who may actually have been attending classes at some school (rather than just claiming that they are as many do), too often, they're actually stripping to support the things you're referring to, rather than the noble pursuit of paying their tuition. Typically, the fun and partying becomes a lot more appealing than the various sacrifices it takes to complete a degree and enter the working world, and the allure of higher education and a "real job" fades.

      hey end up transforming into a member of one of the other groups

      Yep, I agree....although they transform into group #1 or group #2.

      members of group #4 don't exactly strip in your regular strip joint in the bad part of town, they can most likely be found in places where you have to pay $50 for a drink and just checking your jacket at the door ends up costing more than what most people are prepared to spend on beer in one night...

      I'm familiar with the so-called "feature dancer", and yes, I've been in attendance for several. They too are an illusion, as they all have dreams/aspirations of becoming actresses (whether in porn or not) and one day leaving the trenches in the strip clubs, while the reality is that most do not, and in fact also eventually morph in to members of group #1 or group #2. As I commented to another poster, I've been in many, many clubs of many types from the pristine ones where most of the girls look like models to the ones where you're not entirely sure you're going to make it out the door alive, and the stories (and story-lines) are the same wherever you go, just slightly modified to fit the situation/people involved.

    11. Re:Never mind the sourcecode by Anonymous Coward · · Score: 0

      i've never heard of a real school accepting tuition in dollar bills

    12. Re:Never mind the sourcecode by Anonymous Coward · · Score: 0

      I actually knew a stripper who quit on her graduation (last day was a couple days before). I know it's anecdotal, and most "working through college" are full of it, but there are a few out there. Being able to make 400+ a night, and only work 2-3 nights a week allows enough time for study, and to pay bills while going to school. As to the single mother thing, I'd say at least half of the strippers I've known are mothers, most pretending to be single. Most strippers do have emotional issues and, or issues with men in general though.

    13. Re:Never mind the sourcecode by blhack · · Score: 4, Funny

      Ah yes, slashdot, the only place I know of where a discussion about video games will devolve into a debate about who knows more about watching naked women dance on a pole.

      --
      NewslilySocial News. No lolcats allowed.
    14. Re:Never mind the sourcecode by metamatic · · Score: 1

      Well, thinking about it, I know four ex-strippers who completed their education and left for real careers. So maybe they're not as rare as you think?

      --
      GCHQ Quantum Insert installed. If only our tongues were made of glass, how much more careful we would be when we speak
    15. Re:Never mind the sourcecode by Anonymous Coward · · Score: 0

      Lol at two slashdotters jousting for the role of alpha virgin.

    16. Re:Never mind the sourcecode by torqer · · Score: 1

      and the comments are strangely not off topic...

    17. Re:Never mind the sourcecode by linzeal · · Score: 1

      AS a person who has dated a postgrad Anthro chick who stripped in a burlesque type show in PDX, I find your lack of faith and/or taste in strip clubs disturbing.

    18. Re:Never mind the sourcecode by EastCoastSurfer · · Score: 1

      Hate to break it to you, dude, but #3 and #4 are figments of your imagination.

      False. True story. A friend and I go into a strip club. We're hanging out and call over a pretty hot girl. My buddy and her lock eyes and she runs off. I'm like WTF? Turns out she was his lab partner in his upper level chem class. In class she told him itwas too weird to have to dance for us because she knew him outside the club.

    19. Re:Never mind the sourcecode by ca111a · · Score: 1

      The Strippers Motion Association of America holds a copyright on those. But there still might be a way to capture that data live for $20 or so...

    20. Re:Never mind the sourcecode by nacturation · · Score: 4, Funny

      and the comments are strangely not off topic...

      One would expect that given the social life of the average slashdotter, all stripper-related comments would be +5 Informative.

      --
      Want to improve your Karma? Instead of "Post Anonymously", try the "Post Humously" option.
    21. Re:Never mind the sourcecode by Anonymous Coward · · Score: 0

      I just wish I could go to a strip club and sit in a chair anonymously and have the strippers leave me to hell alone. I just want to watch, and I don't want you around me lady! Go away! I said 'Go away' when one approached and tried rubbing my shoulder. She gets pissed and yells at me for a minute and a half. Then another one comes in. I left. I didn't even get to finish my beer. I love to watch the nekkid ladies but I don't want to talk to them or have them too close. Sheesh!

    22. Re:Never mind the sourcecode by zippthorne · · Score: 3, Insightful

      Wait a minute..

      You expect to go into a strip club and find a dancer who had "good intentions" and got out of stripping? And since you didn't find any in the strip clubs you go to, they must not exist?

      Where did you learn statistics?

      This post brought to you by http://en.wikipedia.org/wiki/Selection_bias

      --
      Can you be Even More Awesome?!
    23. Re:Never mind the sourcecode by Anonymous Coward · · Score: 0

      One of my female friends, a CS major who also happens to participate in D&D and WoW rather heavily, is paying for her education by dancing in a strip club. It seems you have never heard of the term "outliers"?

    24. Re:Never mind the sourcecode by TheTyrannyOfForcedRe · · Score: 1

      Drug addicted dancers are not the norm in my town. Many girls actually are working to pay tuition. We have a large state school (50,000 undergrads) and a number of small to mid-sized private colleges.

      I've known a bunch of #3's. I met them socially at parties and regular bars not "in the club." They were in every way regular college girls. Yea, some of them "smoked" and most drank but no more than usual for college kids. Drug use was much higher among the jobless rich kids I went to college with at Carnegie Mellon.

      I've known a few #4's as well. The #4's tend to like to keep their jobs a secret until you're past the acquaintance stage lest they be judged prematurely for their choice of work. One #4 worked in a town 100 miles away so she could live her life free of the stripper stigma. I knew her for over a year before I found out what she did for a living. She was not only drug free, she barely drank despite hanging out the the local goth/industrial club every weekend.

      Stereoyping sucks BTW.

      --
      "Liechtenstein is the world's largest producer of sausage casings, potassium storage units, and false teeth."
    25. Re:Never mind the sourcecode by ucblockhead · · Score: 1

      Not true. I knew some in college. (I.e. met them in college, not a strip club.)

      --
      The cake is a pie
    26. Re:Never mind the sourcecode by MarcQuadra · · Score: 2, Interesting

      Um, I live in a college city, we're also the strip-capitol of New England, and I can tell you that I've met plenty of stripper-students who are paying their way through various schools with the money (I also work at the universities, so I see them on-campus). It's tough to find a job where you can make rent and tuition without going into debt, and without help from the parents.

      Not everyone is on good terms with their parents, especially younger folks, and there are a lot of young folks who aren't comfortable going $40,000 into debt to go to school.

      The strippers I knew were making about $800/week working three nights, much more if they performed 'extras' or escorted on the side (which was legal here until recently).

      I've also known a few who were excellent people, but were -really- loose with money. I had a roommate who stripped and 'did extras', and she insisted on paying for -everything-, since she always had a wad of cash. She would buy drinks for everyone within reach when we went to the bar together.

      Another stripper I knew managed to pay off her house in three years (sub-prime, interest-only, and she was single) by dropping her nursing job ($50K) and stripping five nights a week ($90K). She's back to nursing now, but she would have been a foreclosure, for sure.

      Another I know is a lesbian who has a -really- extensive crystal/jewel collection. Her girlfriend doesn't mind the stripping, since 'men don't count, and the crystals make her happy'.

      I know several who have deadbeat boyfriends/babydaddies/husbands who are always out of work and don't take care of the kids. They work two or three nights a week to make ends meet, and they're home during the day with their kids. Not an enviable lifestyle, but it says more about the nature of mate-selection than it does about stripping.

      Your post reminds me of the stuff I would see on the message boards about the Asian Spa near my house, guys would post stuff like 'I totally forced myself on that fat sex-slave' when in fact, they paid $160 for a hand job by the -owner- of the place. Maybe things are different in your neck of the woods, but here in Rhode Island, it seems mostly legitimate.

      --
      "Sometimes, I think Trent just needs a cup of hot chocolate and a blankie." -Tori Amos on Nine Inch Nails
    27. Re:Never mind the sourcecode by MarcQuadra · · Score: 1

      IF you've met any who actually did complete their respective degrees and went on to leave the stripper life, you sir, have met a rare breed indeed.

      I could say the same thing about the state-college student paying her way through school by working at the Dunkin Donuts. As far as I can tell, they're both just as unlikely to complete school and move on to bigger-and-better. This is a tough-as-nails world, no matter how you finance it.

      --
      "Sometimes, I think Trent just needs a cup of hot chocolate and a blankie." -Tori Amos on Nine Inch Nails
    28. Re:Never mind the sourcecode by penultimatepost · · Score: 1

      I am currently dating a girl that put herself through undergrad architecture school as a dancer. She has since quit and moved on to Grad school. I know 3 other girls that are doing the same: One goes to FIT in NYC for design, the second recently received her EMT license and the other hasn't picked a major yet but likes teaching. I know, I know this is slashdot blah blah... I'm not supposed to know pretty girls let alone girls who are pretty AND smart. Bollocks

    29. Re:Never mind the sourcecode by geekoid · · Score: 1

      I have actually worked in strip clubs(bartender), hos analysis of the industry is spot on.
      I suggest every person get a job as a bartender in a strip club for about 3 months.

      2500 dollar per night usually is 2 nights. Like it or not, very few of them are categorically stupid.
      They know the big nights only last for a few years and save there money. Hell on the whole they probably save more then anyone else their age.

      "I've just been in enough of them for long enough to know that there is no mythical lawyer-in-the-making who's paying her tuition with tips."

      That's like saying your mom has been using windows so she knows all about kernel hacking.

      For the record, I know prostitutes that took th money they earned to become MDs, retire early to enjoy life, and put there kids through college.
      I've also known some that have stuck it up their nose, pissed it away, and given to charity.
      I know someone who used to ru a brother in the 80s.

      Porn stars are the most screwed up.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    30. Re:Never mind the sourcecode by PyroMosh · · Score: 2, Informative

      What you say is sprinkled with grains of truth, but many of your conclusions are just wrong.

      I have two perspectives on this to tell. One, as someone who worked in the adult industry for a few years, and two as someone who dated a stripper,

      First, the stripper I dated fell into the "working mom busting her ass to support herself and her kid" category. So yes, they exist. I'd say they all exist, and the fact that many of the girls lie about being paying their way through school doesn't mean there aren't plenty of those girls. Dating a stripper kind of gave me an insight into the clubs. I don't like them, and dating my ex probably has a lot to do with that.

      Secondly, I think you're confused about "feature dancers" and what the other poster was talking about. The other poster was (from what I understand) talking about the girls that get really into it, or have been in the business so long that they are like athletes on the pole. These girls are impressive. They often get people in the door, and get people ordering drinks. They are *NOT* the same as feature dancers.

      Feature dancers usually are celebrities, usually porn stars, or occasionally some tabloid figure. Girls who's name you can put on a marque or trade magazine, and get people in the door, collect a cover, and get drinks out of guys all night long. Particularly at a mega-club. These girls usually aren't even pro strippers, but they can make a lot more money than pro strippers, because they have a contract with the club or promoter.

      The business model on a typical night for a typical club is this (many of you know this, but you'd be surprised how many people have no idea...):

      1. The club "hires" girls, but in most places, they just work for tips.
      2. The girls all have to work a rotation taking turns on stage. Usually there's more than one girl on stage at a time, but it's still a rotation, and usually only one is "center stage" at a time. There are of course variations on this theme, such as "multi girl sex show" theme nights or other gimmicks. Regardless of the details of the system, none of the girls want to be on stage, because being on stage means you're not making money.
      3. When not on stage, the girls work the crowd, and try to sell lap dances, or private dances. This is where they make their money.
      4. Most clubs keep about half of the per dance fee for private dances (this can vary as well, of course). So that $20 for a 3 minute dance, the girl keeps $10 of. She gets to keep all of her actual tips though.
      5. At the end of the night, the girls have to tip out. Usually this means that the club looks at it's receipts, and figures out what it thinks the girls each brought in on average that night in tips. This figure may be high, low, or correct, it doesn't matter. Then, from that number, the girls have to tip the bartender, bouncers, and DJ. Sometimes others as well, (makeup artists, "house mom", etc.) depending on the club. Tip outs can be a flat rate, or a percentage depending on the club. Usually tipping out is "optional" but you're basically not going to make any money if you don't.
      6. No, you're right. Most of these girls are NOT making $2500 a night. And the ones that do are going to take home like a quarter of what actually goes into the garter each night. The rest goes to the club, or their co-workers.

        That said, there's not a lot of legal jobs where a 21 year old without a degree can easily pocket $200 - $300 per day (or more).

    31. Re:Never mind the sourcecode by hedge49 · · Score: 1

      When times get tough in a certain part of a certain state, a state whose governor had to go all the way to effing Argentina to get laid, many of the wives and girlfriends make the rounds of all the strip clubs looking for a chance to strip for tips. It was an eye-opening revelation when I heard it. Took most of my cynicism away. Guys, seriously, can you imagine getting to the point where showing your tiny little geeky tee-tees to drunk women wearing sunglasses indoors for the chance to have a five stuck somewhere is cool? Unless you have to tape it to your ankle to keep it in check, and unless you have, at minimum, a decent body (the male equivalent of average bodied female with Shakespeare sized veranda) it's just panhandling with your clothes off. To music. But the one that hoovered a Heiniken from the table next to me was worth the admission.

    32. Re:Never mind the sourcecode by Anonymous Coward · · Score: 0

      In Winsor , ON there are several strip clubs that help pay tuition as part and parcel of becoming an employee (as a stripper).

      My gf went to university there and knew several girls doing just that. Big stripper town. So YES it does happen.

    33. Re:Never mind the sourcecode by LandDolphin · · Score: 1

      "if you make $2500 per night, how come your boyfriend has to drop you off and pick you up in your 1982 Ford Escort?"

      Cocain.

      --
      Spelling and Grammar errors have been added to this post for your enjoyment
    34. Re:Never mind the sourcecode by Rolgar · · Score: 1

      Never been in a strip club except to deliver a pizza before hours, but when I was a college student, I did know a girl (daughter of a minister even) that stripped at a club 10 miles away. She did it to put herself through school, and even bought herself a new car within two months of starting. I don't remember seeing her after that first semester, so I have no idea what happened to her. She wasn't particularly attractive, very short, and kind of round in the face. An army ranger from my scholarship house got called to escort her home one evening. Not every girl with a student 'story' is a lie, but you're probably hit the nail on the head for most of them.

    35. Re:Never mind the sourcecode by bronney · · Score: 1

      Dude, welcome to China. We're brought up seeing this circus shit. Pole dancing is so 80's.

    36. Re:Never mind the sourcecode by mjwx · · Score: 1

      One would expect that given the social life of the average slashdotter, all stripper-related comments would be +5 Informative.

      I have one about Philipina prostitutes, I assume this will also get modded up.

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
    37. Re:Never mind the sourcecode by mjwx · · Score: 1

      Hate to break it to you, dude, but #3 and #4 are figments of your imagination.

      Nope, you're just frequenting the wrong type of bar.

      Type's 3 and 4 can demand a premium, thus you don't see them down at the local strip joint. Type 4 in particular does private jobs, type 3 to a lesser extent. It's like this, type 1 and 2 work down at the Titty Twister, Type 3 does Batchelor parties and high end strip clubs with $15 drinks, type 4 demands hundreds per performance and typically only caters to rich businessmen. So understandably you've not seen much of type 3 and none of type 4.

      Here in Australia, they are practically all type 3 and 4, that's why strip joints are so expensive here. In Australia its not unusual for a young girl (20's) to be making extra money on the side by stripping/dancing. I count these as type 3 seeing as they are neither drug addicted nor single parents but just out for a bit of extra cash. I wouldn't be at all surprised to find the same thing in the US, not every stripper has that job as their primary profession.

      This changes when you leave the western world, go to SE Asia and you'll find.
      Type 1 - Drug addicted (typically yaba, a form of Meth).
      Type 2 - Working to support family.
      Type 3a - Professional.
      Type 3b - Professional - Addicted to the money.

      Normally they are all attractive (YMMV based on personal preference), Yaba does not cause the same physical degradation as Heroin or Crack being an amphetamine but it is highly addictive and dangerously psychoactive. Often the only way to spot a Yaba addicted girl is the fact that she is bat shit insane. Type 2 is the most numerous, most have large families and there are no social support systems so the elderly depend on the young for money. Type(s) 3, why would a girl want to work in a Bangkok bar for anywhere between 600 and 3000 Baht a night when she can work in the fields or factories of Issan for 100 Baht a day, you tell me. This type drops into two categories, type 3a has been doing this for a while and does not need to work in a bar, she gets clients from Korea and Japan who are willing to pay twice the going rate. Type 3b still works in a bar but has become accustomed to a lifestyle that is typically beyond here means, thus needs the money.

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
  5. *nah* *nah* *nah* by Anonymous Coward · · Score: 0

    I refuse to believe that they've cancled this... *nah* *nah* *nah* I can't hear you..

    AC - patiently holding my breath since 1997

    1. Re:*nah* *nah* *nah* by JohnBailey · · Score: 4, Funny

      I refuse to believe that they've cancled this... *nah* *nah* *nah* I can't hear you.. AC - patiently holding my breath since 1997

      It's ok.. I heard a rumour that it is going to come pre installed on the Apple tablet.

      --
      It is difficult to get a man to understand something when his job depends on not understanding it.
    2. Re:*nah* *nah* *nah* by Verdatum · · Score: 1

      *nah* *nah* *nah* I can't hear you..

      umm..."Bang, bang, bang, on the door baby"?

  6. Office Perks. by Anonymous Coward · · Score: 5, Insightful

    Developers spending a decade in a career holding pattern for below market salary with 'profit sharing' incentives, no real project deadlines, a motion capture room apparently used to capture the motion of strippers.

    I'd work for below market salary just to be able to work with no deadlines, let alone the free strippers in the office. :-)

    1. Re:Office Perks. by ozmanjusri · · Score: 4, Interesting
      let alone the free strippers in the office.

      They weren't all free, most were tied up or in handcuffs.

      --
      "I've got more toys than Teruhisa Kitahara."
    2. Re:Office Perks. by Opportunist · · Score: 2, Insightful

      I'd prefer working well above market salary. Strippers can be bought with cash, ya know?

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    3. Re:Office Perks. by jimbolauski · · Score: 3, Insightful

      So I can have 50 hour weeks 10-15 of which i go "render" Las Vegas strippers for free and get paid less or I can work 50 hours a week 10-15 of which I read /. and get paid more. Right now I'm trying to come up with a formula for how much less I would take and the cost per nipple, or the CPN index.

      --
      Knowledge = Power
      P= W/t
      t=Money
      Money = Work/Knowledge so the less you know the more you make
    4. Re:Office Perks. by ari_j · · Score: 1

      Only after hours and off company premises. Believe me, I've unsuccessfully lobbied for a change in this policy everywhere I've worked. Only one place allowed me to bring a stripper to work, and that was because she was a customer. Working below market with strippers all day at the office and no deadlines to get in the way of enjoying the show is a much better idea.

    5. Re:Office Perks. by Opportunist · · Score: 1

      CPN ain't so bad. Don't forget, with every stripper you get two for the price of one!

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    6. Re:Office Perks. by Tetsujin · · Score: 1

      Only after hours and off company premises. Believe me, I've unsuccessfully lobbied for a change in this policy everywhere I've worked. Only one place allowed me to bring a stripper to work, and that was because she was a customer. Working below market with strippers all day at the office and no deadlines to get in the way of enjoying the show is a much better idea.

      In most companies, upper-level management has already established exclusive contracts for the procurement of strippers and sex workers in general. Letting an employee make arrangements for an office stripper on their own would jeopardize these contracts - so it's really not surprising you weren't allowed.

      --
      Bow-ties are cool.
    7. Re:Office Perks. by ari_j · · Score: 1

      Sir, I hope you can appreciate the severity of my affliction. For, you see, I have your reworded version of "Cars" stuck in my head at all times when reading Slashdot, which comes out to nearly all times in general. I actually don't remember the original lyrics because of the catchiness of your version.

    8. Re:Office Perks. by Verdatum · · Score: 2, Insightful

      Others were covered in mysterious goo. They claimed they wanted me to kill them, but that always just felt wrong...God I miss that job.

    9. Re:Office Perks. by Verdatum · · Score: 1

      At least in the US, The trick is to get the stripper classified as a "reasonable accommodation". Then your boss has to allow it under the Americans with Disabilities Act.

    10. Re:Office Perks. by Tetsujin · · Score: 1

      At least in the US, The trick is to get the stripper classified as a "reasonable accommodation". Then your boss has to allow it under the Americans with Disabilities Act.

      Usually this means the stripper is being allowed as a "reasonable accommodation" for a medical condition such as sexual dysfunction, for which a doctor has prescribed a regimen of lap dances. Employers can't legally stop employees from seeking this kind of accommodation, but in practice they discourage it by requiring an inordinate amount of paperwork, including detailed photographs and statistics of the service provider in question...

      --
      Bow-ties are cool.
    11. Re:Office Perks. by Tetsujin · · Score: 1

      Here you go, watch and experience the awesome...

      in cars...

      Music videos were kind of different back then. Gotta love the bit with the tambourine.

      --
      Bow-ties are cool.
    12. Re:Office Perks. by Anonymous Coward · · Score: 0

      Even better, for some tastes.

  7. Both game developers and artists need money by sopssa · · Score: 3, Insightful

    Interesting note in the article also was

    Normally, game developers don’t have much cash. Like rock bands seeking a label to help pay for the cost of recording an album, game developers usually find a publisher to give them an advance in exchange for a big slice of the profits.

    Since people usually complain about music labels being evil, would game developers survive without publishers that pay their costs? Sure, indie's do, but look at what happened to 3D Realms too, and they even financed lots from their own past revenues.

    1. Re:Both game developers and artists need money by Alan426 · · Score: 1

      So do strippers

    2. Re:Both game developers and artists need money by jeffmeden · · Score: 4, Insightful

      I think the point to that statement was that getting the money up front usually tied the artist (game or music) in to deliver on someone elses' timeline, which in this case is what DNF needed more than anything else since even a stream of crappy, poorly selling titles would have been better than, well, nothing.

      It highlights the cautionary tale that DNF has become: don't let a mountain of cash take your eye off the development process that usually ends when the investors tighten the leash and say its time to start paying back, since that part is only avoidable if you want to fade into oblivion with nothing to show for it.

    3. Re:Both game developers and artists need money by nprz · · Score: 1

      In short: Don't rest on your laurels.
      They would probably be saying they are trying to be perfectionists, but there is a time where it is a little harmful (upgrading engines and scratching everything, etc).

    4. Re:Both game developers and artists need money by mcgrew · · Score: 2, Interesting

      Since people usually complain about music labels being evil, would game developers survive without publishers that pay their costs?

      Apples vs oranges. The fact that record companies give advances to artists isn't what's evil. Ripping off those artists, suing their best customers, and DRM is what's evil about record companies.

      Also, the record companies are no longer needed. In the past it was indeed prohibitively expensive to make a record, but the cost od digital recording has dropped to the point that recording and professionally duplicating 1,000 CDs costs less than a couple of good amplifiers or a drum set.

    5. Re:Both game developers and artists need money by Moryath · · Score: 2, Interesting

      Oddly enough, there were two "OMG this is taking forever" titles.

      The other one was Daikatana. The much-maligned Daikatana actually was released. It went through one engine switch, similar to DNF (Quake to Quake II) because the Quake II engine offered it more to work with. It was "Feature-locked" in mid-1999, as the Wired article suggests that DNF should have been several times, and then worked on to finish and release.

      Unfortunately, it was beat to the market by Unreal Tournament and Quake 3 (November and December 1999, respectively) and so the graphics for it seemed "antiquated" when it was released in May 2000. It also put its worst graphical foot first (the first level, also used for the demo, is legitimately trash that does NOTHING to show off some pretty nice design and atmosphere available in later levels, especially the Greek levels).

      Arguably, this is the counterargument to the Wired article. DNF could have been locked down and "worked to completion." Yes, it could have been finished at several points. They probably should have. At the same time, one of the best times for this to happen (the early 2000's) would have had George Broussard point right to the release of Daikatana and the fact that Daikatana's lockdown had let it get one-upped out of the gate.

      Let's be clear about this: had Daikatana been released in, say, October 1999, reviews would probably have been a lot better. Graphically, it got universally spiked based on the fact that the "new standard" was now the UT or Q3 engines, despite the fact that games licensing engines always have a delay. Storyline/gameplay-wise, it got spiked for hubris, the same sort of hubris that George Broussard and the DNF team had committed over and over again. They couldn't risk getting spiked the same way. Or rather, they could, but fear of doing so is what eventually doomed the game entirely.

      What's really sad is the fact that they had actually, finally, feature-locked the game and were in the final-release run. The shutdown came in a "black flagged on the last lap" situation.

    6. Re:Both game developers and artists need money by ari_j · · Score: 1

      Digital recording has come down in price a lot, but you oversimplified a bit. To do a good job with a record, it's still important to have at least two experienced sound engineers in the process. The most important is the mastering engineer, and his services are expensive but worth it because he knows things you never will about how something will sound through listeners' varying speakers, headphones, etc. And, if you can manage it, it's much more productive to have a professional in the studio to help with your recording. He'll have done all the wrong things enough times to be able to help you with microphone placement and the like. That's the difference between a professionally recorded album and a home recording job done by the band with no outside help from tracking to mastering.

      However, you are right that the price has come down substantially. Producing a quality video game takes multiple developers and artists and lots of man-hours - as pointed out by TFA, a lot more than the same process did 15 years ago. If everyone can live on their day jobs or has a savings account to get them through the process, it can be done independently, but it's next to impossible to compete with someone who has the same idea and a $5 or $20 million budget to pay salaries, rent, and electricity for 3 years. With music, if your goal is to get your music into people's ears, the only advantage a major label gives you is buying radio and MTV play - if you can put up $25,000 you can produce a great-sounding, professional-quality record. More than a couple good amplifiers (figuring a good amp to cost $2,000), but not by the orders of magnitude that comparing video game production to the cost of a couple good computers turns out to be.

      In short, I agree - it's apples to oranges. If radio worked the way it did 50 years ago, there would be truly no need for major record companies today. It's a shame that an LP cost so damn much to make in the 60's, because otherwise the music industry wouldn't have had to grow up around the major labels.

    7. Re:Both game developers and artists need money by delinear · · Score: 1

      And even the idea of duplicating 1,000 CDs is starting to look antiquated when you can go with a pure digital distribution method (and if you really need to get some physical media out there, just buy up some cheap USB sticks to pass around).

    8. Re:Both game developers and artists need money by mcgrew · · Score: 1

      I have friends who produce music independantly, and there are a LOT of professional studios these days, all competing for their business, and the price of studio time has dropped dramatically as well. Engineers aren't cheap, sure, but musical equipment itself is damned expensive, too.

    9. Re:Both game developers and artists need money by mcgrew · · Score: 1

      True. You can get tons of live performances for free, in many formats (both lossy and lossless) at archive.org and either burn them yourself or put them on a memory stick.

    10. Re:Both game developers and artists need money by Anonymous Coward · · Score: 0

      It did not help that Daikatana was ultimately a bad game. "I can't leave without my buddy Superfly".

      Frankly tho, Duke's puerile juvenile shtick had also run out some years ago, tho I suspect if it were released now, it may cycle all the way back to nostalgic kitsch.

      I don't think the story is all that complex: George Broussard was a bad manager who lived out his teenage fantasies after his previous succes. I think as long as he was running the show, it had no hope of being feature-locked or otherwise ready for release. He didn't want the ride to ever end.

    11. Re:Both game developers and artists need money by mobby_6kl · · Score: 1

      Actually, there's another "OMG it's taking so long" title, Prey, and it was even mentioned in the fine article. It was finally released on the Doom3 engine a few years ago to mostly positive reviews, about 11 years after the announcement. Personally, I thought it was a good game, although not quite great. It had some very nice touches and ideas but a other areas brought it down by a few notches.

      Anyway. My main point is that I disagree with your use of Daikatana as a counterargument. It was released after multiple delays and an engine change, and it did suck, no argument there. It was probably not as bad as is commonly believed, but as you mention the first level really does suck hard and is a particularly terrible choice for a demo. Even disregarding this level, it still didn't match the levels of hype surrounding it, Romero making you his bitch and all. Yet, despite all this, the game was released and brought in some revenue, around $10mil IIRC.

      Ultimately, Ion Storm was fucked of course, but so is 3D Realms, and this is what I'm getting at. Practically anything would've been better than dragging the development out to 12 years. If they released early and the game ended up not quite as good as they/people wanted, there's ample opportunity for them to fix this with patches, add-ons, or sequels. Completely canceling the development would've meant no DNF game, but they could've revisited the DN franchise later and did something else instead. Even shutting down 3D Realms back then would be better than letting rot for 12 years, as this would leave the founders with plenty of cash, and the employees with fresh, relevant experience.

      What happened instead served nobody. The employees were getting below industry wages, their knowledge was getting stale from working on the same thing for so long, and of course they were probably pretty demotivated during most of the time. The company and founders are out of significant amount of cash, and nothing to show for it. The publisher also apparently lost about $3mil. And finally, we, the gaming public, have nothing to play. The best thing we have is the 2001 E3 trailer, and pretty much any game would be better than that, outdated engine or not.

      We don't really know how close they were to finishing the game, they could have easily fucked it up again. The new project manager seemed to have the correct attitude to get the job dune, or maybe they did the right thing by finally shutting everything down, who knows. So overall, this is just a sad (and very expensive) lesson for everyone.

    12. Re:Both game developers and artists need money by ari_j · · Score: 1

      I agree that studio time has become a lot less expensive, just not down to the couple-of-amps level (but damn close, which I know to be your point). Part of that is that studio equipment is more affordable, even in the top-of-the-line market, and another part is that you can make do with one engineer instead of a team (contrast with movie production, which still requires hordes of people to do well; same with video games).

      I think the main thing here is that, as a musician, I can seriously look at my savings account and decide between a new guitar and amp this year or producing a CD (because I can't write a good lyric to save my life, I am going with the new guitar and amp - built the amp last month and am holding off on the guitar only until I figure out my tax situation). A couple of decades ago, that was not a decision that would enter anyone's mind because of the different numbers of zeros on the end of each price tag. Video games are still that way - you can't look at your Christmas bonus and decide between a new computer and producing a new video game.

    13. Re:Both game developers and artists need money by Bakkster · · Score: 1

      Also, the record companies are no longer needed. In the past it was indeed prohibitively expensive to make a record, but the cost od digital recording has dropped to the point that recording and professionally duplicating 1,000 CDs costs less than a couple of good amplifiers or a drum set.

      They're no longer 'needed', but they are definitely helpful. Access to a better studio (and more importantly, a better recording and mixing engineer) will give a better sound. Getting sounds recorded to 1s and 0s is indeed easy to do well, but making it sound good is still a huge pain in the ass, especially if you don't know anything going into it (in other words, if you're indie). The barrier to entry is smaller, but only if you don't need quality.

      If you don't believe me, look at a publication or forum dedicated to home recording. The biggest question/topic is "how do you make [any instrument] sound good?" or "10 tips for a better sound using [some tool]". If it was so easy and obvious, there wouldn't be so many questions on the topic. When my band recorded several years back, I learned a lot, but the best I could do was make it sound like a decent demo. If I got a few years of experience under my belt, I think maybe then I'd be able to get reasonable 'indie radio' sound, but it would never match a pro. Access to these guys (on someone else's dime) will cement labels as a mainstay for those who are large enough to want to get on the radio, but haven't been around long enough to pay for their own professional recording help up front.

      And their PR tools are still going to beat whatever you can leverage on your own, even if you are a hit on last.fm, iTunes, et al. There's an argument that record contracts will eventually be mostly for this PR package, but it still requires the band is able to finance their own professional studio with engineers.

      --
      Write your representatives! Repeal the 2nd Law of Thermodynamics!
    14. Re:Both game developers and artists need money by metamatic · · Score: 1

      Unfortunately, it was beat to the market by Unreal Tournament and Quake 3 (November and December 1999, respectively) and so the graphics for it seemed "antiquated" when it was released in May 2000.

      And that's the big problem with chasing the FPS market. It's a non-stop treadmill of graphics technology upgrades with very little room for innovation in game design.

      --
      GCHQ Quantum Insert installed. If only our tongues were made of glass, how much more careful we would be when we speak
    15. Re:Both game developers and artists need money by hitmark · · Score: 1

      and yet, more and more mainstream releases are so mixed for loudness that one cant tell one instrument from another (if they even use instruments, rather then a beat box and a synth for a basic rythm).

      --
      comment first, facts later. http://chem.tufts.edu/AnswersInScience/RelativityofWrong.htm
    16. Re:Both game developers and artists need money by mcgrew · · Score: 1

      Yes, my point exactly. As with writing video games it's gone in the opposite direction. DOOM (the first one) was produced by something like nine guys and a few computers.

    17. Re:Both game developers and artists need money by Bakkster · · Score: 1

      and yet, more and more mainstream releases are so mixed for loudness that one cant tell one instrument from another (if they even use instruments, rather then a beat box and a synth for a basic rythm).

      True, but even just throwing compression on every track and extreme compression on the output just makes it sound loud. Even the most highly compressed commercial releases are highly mixed and mastered to sound good before run through the loudness grinder. There's still a difference between "would sound good if it wasn't so loud" and "this sounds terrible, and it's so loud I want to claw out my ear drums".

      --
      Write your representatives! Repeal the 2nd Law of Thermodynamics!
    18. Re:Both game developers and artists need money by Moryath · · Score: 1

      The problems surrounding all three games are a point to make, however.

      #1 - The "closest point", the 2001/2002 period (following the E3 2001 trailer) was a great time to "feature-lock" the game and get into "finish run" mode. Unfortunately, as I pointed out before, the failure of Daikatana was still fresh in gamer memory. That is why I point out Daikatana. When Prey finally released, DNF was probably too far gone; I surmise that the "best shot" for DNF to finish, following the E3 video, probably was harmed most by Broussard's memory of the Daikatana skewering. Remember, shortly after the 2001 E3 video, there were release shots/trailers for Unreal Tournament 2003, which was actually released October 2002... and at that time DNF were still trying to use a much older version of the Unreal engine. You can get the idea where Broussard would be worrying about releasing DNF in, say, March 2003 and getting the same "oh that is so old and dated" reaction because the UT2003 engine blew his game out of the water visually.

      #2 - Like Daikatana, Duke Nukem had an amazing amount of hype to live up to. The original game had pretty big britches, even though its enemies were 2d sprites rather than 3d polygons. Broussard's crowings about what he wanted DNF to be didn't help. Had Eidos not launched the ridiculous "John Romero will make you his bitch" ad campaign, Daikatana's reviews might have been more in-line with what it was (a halfway-decent game with some interesting weapons, some good and some bad level design, plot/dialogue no worse than most FPS titles, and the misfortune to release on the very end of the lifecycle for its chosen graphics engine). Instead, it got hammered because it set the bar so high for itself. Likewise, releasing a mediocre Duke title could easily have elicited the same "we waited through 5+ years of bragging for THIS mediocre piece of shit???" reviews that dominated the listings of the Daikatana reviews.

      In the end, Daikatana's reviews were bad because it became popular to diss Daikatana, regardless of the game's actual merits. One careless misstep in the DNF release could easily have brought on a similar event.

      #3 - Oddly enough, the real problem for Ion Storm was that their "back burner" titles (Anachronox, Deus Ex) were so much better than their "frontline" titles (the oddly named Dominion:Storm Over Gift 3, Daikatana). Someone should have noticed this and refocused accordingly, but by the time that happened, it was too late and bad decisions hurt other followups (Anachronox never got the promised "other half of the story" sequel, and the Deus Ex sequel was hamstrung by Warren Spector's crosseyed vision of the crappy PS2 port's altered interface and his desire to oversimplify things way too fucking far).

    19. Re:Both game developers and artists need money by Verdatum · · Score: 1

      And then Portal came along.

    20. Re:Both game developers and artists need money by mcgrew · · Score: 1

      Professional studios with trained sound engineers aren't that expensive these days. Hell, there are at least four recording studios here in Springfield, and it's a small city of only 110,000 population. Friends of mine in The Station pay about $5k to record and duplicate 1,000 CDs, half of that is for studio time. Still cheap compared to instruments, amps, PAs, etc.

    21. Re:Both game developers and artists need money by osu-neko · · Score: 1

      I don't think this is true. For Diakatana, not being at the very top of technology was bad. Looking antiquated, running on "last year's engine" was fatal.

      Duke Nukem Forever, however, would have sold and sold well even if it was a year behind the curve, because of Duke. The main appeal of the game would not be eye-popping graphics, but humorous situations, gameplay, and a wise-cracking hero, things that would be true regardless of the tech. Duke could have survived and prospered as long as the tech wasn't too far behind.

      --
      "Convictions are more dangerous enemies of truth than lies."
    22. Re:Both game developers and artists need money by VGPowerlord · · Score: 1

      I would love to have seen a comparison of DNF with other games that took over a decade to create.

      I can think of at least one game that took a decade, but ended up being a success (Team Fortress 2). Then again, Valve also had other money streams coming in, such as from Half-Life 2.

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    23. Re:Both game developers and artists need money by mobby_6kl · · Score: 1

      I'm not actually disagreeing with you on any of this, and I completely understand why Broussard kept doing what he did, even if it wasn't the right approach. Obviously releasing a game on the Unreal engine a few months before UT2003 is supposed to come out with significantly updated graphics doesn't put your game in a very good position, but it's still a much better position than not having a game at all. For 12 fucking years.

      This is it really, I was saying that if they released Duke and people thought that it sucked for whatever reason (it's really bad, too much hype, overshadowed by the next big thing...) and didn't buy it, that would only be a small setback for the company. Perhaps a larger one for Broussard's ego, but he'd get over it, and with the huge amount of cash left they could go on and make half a dozen of other better games.

    24. Re:Both game developers and artists need money by Anonymous Coward · · Score: 0

      That's totally spot-on.

      Perfect example: HL2. It came out about the same time as Doom 3 which was arguably far ahead of HL2 graphically with true, dynamic shadows leading the list of amazing, visual features. But, the gameplay was annoying as hell. I got sick of having an imp jump at me ever other time I opened a door. Seriously, guys? It's not fun, just annoying.

      HL2 is consistently listed among the great games of all time for its rich atmosphere, storyline and gameplay. I remember when I finally got that crowbar and heard the woman shout "Help me!" and it was so satisfying to beat those damn CP goons to a bloody pulp! I could care less what tech the game didn't have, the storyline GRABBED me by the balls. Plus, Alyx is hot. Sure, it's also got a physics engine like no other, but I'd say that's secondary to atmosphere and storyline although it factors into gameplay.

      Perhaps the lesson Broussard failed to learn from the success of his own D3D was in those very elements: atmosphere, storyline and gameplay. As Duke himself said, "I ain't afraid of no Quake!" Classic Quake came out the same year as D3D and it was way more advanced using "true" 3D architecture and polygon baddies, not sprites. But, you played as a mute, humorless soldier not a wise-cracking badass.

      Broussard mistook serendipity for personal genius.

    25. Re:Both game developers and artists need money by sopssa · · Score: 1

      And 4-player coop games like Left4Dead and Borderlands with RPG elements too, and as a recent example Modern Warfare 2 with it's multiplayer leveling and perks and choices on what kind of character you play with.

      There is lots of room for innovation in FPS's and recently game developers have started to do exactly that, which is great.

    26. Re:Both game developers and artists need money by thePowerOfGrayskull · · Score: 1

      Sure, indie's do, but look at what happened to 3D Realms too, and they even financed lots from their own past revenue

      What happened to 3d realms had nothing to do with their lack of publisher, and everything to do with management's lack of discipline and concrete vision. That being said, this is something that can plague a lot of companies run by developers -- a lack of project management skills. However, a publisher seems like an expensive way of hiring a project manager with a backbone...

    27. Re:Both game developers and artists need money by ildon · · Score: 1

      I have a different sort of example for you: Team Fortress 2. This was a game that was originally slated for Jan. 2001 and was going to be the type of game Battlefield 1942 ended up being (except without the aerial combat). The major difference is that Valve continued to have a secondary source of revenue (first HL1, then CS, both of which made tons of money) while TF2 went through multiple dev cycles.

    28. Re:Both game developers and artists need money by Anonymous Coward · · Score: 0

      I'm sure it's been pointed out many times before, but just in case it hasn't: In racing, DNF stands for "did not finish". How apt.

  8. Damn! by deaton · · Score: 4, Funny

    I knew I shouldn't have pre-ordered back in 1999.

    1. Re:Damn! by sopssa · · Score: 4, Funny

      so you are this guy?

    2. Re:Damn! by Anonymous Coward · · Score: 0

      No he reserved August 13th, 2001. If the other guy reserved in 1999, he now holds the crown.

  9. Duke'N' 3-D only game I thought was WOW !! by Anonymous Coward · · Score: 0

    Played it only on OS/2, to boot. Every game since has been so boring in comparison.

  10. 3D Still an innovative game by Anonymous Coward · · Score: 0

    Where else have you seen:
    Pipeboms
    Laser Trip Wires
    Holographic decoys
    Tap into security cameras

    No other FPS has done any of the above (well Kingpin had pipebombs but I digress) - Duke3d was more than just strippers and pigs - it had very innovative weapons and gameplay.

    Dialup 1-on-1 deathmatch FTW BABY

    1. Re:3D Still an innovative game by Narishma · · Score: 1

      The first two are in Half Life, decoys in Bioshock and MDK and the last one in KOTOR from the top of my head. Just to give an example of each. You must not have played many games if you think those weapons haven't appeared elsewhere.

      --
      Mada mada dane.
    2. Re:3D Still an innovative game by AndrewNeo · · Score: 1

      Pipeboms

      Left 4 Dead

      Laser Trip Wires

      Half-Life 1

      Holographic decoys

      Not so sure about this one

      Tap into security cameras

      Splinter Cell? I think there was a spy/sneak game that let you do this. MGS?

    3. Re:3D Still an innovative game by Anonymous Coward · · Score: 0

      I guess your list refutes the OPs literal claim, but it doesn't change the fact that all the games in your list (and the ones AndrewNeo mentions) were released after DN3D... Duke Nukem 3D was a very innovative game, I'd say the most innovative FPS after the genre was invented.

    4. Re:3D Still an innovative game by Anonymous Coward · · Score: 0

      deus ex

    5. Re:3D Still an innovative game by Anonymous Coward · · Score: 0

      Holographic decoys

      Not so sure about this one

      More like tricking your opponent. TF2 has this with the spy disguises

    6. Re:3D Still an innovative game by Anonymous Coward · · Score: 0

      Jedi Knight II and Academy actually has 3 of 4 of these (no decoys), and technically the engine can support shrunken players (ForceMod)

      Why fate has not caused a Duke-like mod to show up for that game is beyond unknown.

    7. Re:3D Still an innovative game by pwfffff · · Score: 1

      So you name three (almost) separate games, that (kinda) had the features (l4d pipe bomb is a glorified grenade -- no remote detonation) of a SINGLE GAME that came out years before. His point exactly.

  11. I'm here to kick ass and pay salaries by Anonymous Coward · · Score: 5, Funny

    And I'm all out of money.

    1. Re:I'm here to kick ass and pay salaries by Anonymous Coward · · Score: 0

      As I don't have any mod points, let me just say:

      You sir, win at the internet.

  12. Where is the funny? by Gadget_Guy · · Score: 5, Insightful

    They never released it because the opposition kept getting better? If they could retain the great humour that went into the Duke3D, they would not need the latest and greatest in 3D gaming. It should stand alone.

    Duke Nukem 3D was pretty average technically, but who cares when it is so funny and engaging. The saga of Duke Nukem Forever reminds me of how George Lucas discovered CGI, but forgot script writing. Just because something is pretty doesn't mean to say that it is good.

    1. Re:Where is the funny? by Anonymous Coward · · Score: 0

      From the sounds of it they were at the pinnacle of gaming plenty of times during the 12 year span but simply failed to say "Alright, lets wrap it up". Games rely on three things to sell: visually engaging graphics, engaging story and gameplay. If any of those are lacking you need the other to compensate, but if you have all three why not just release the damn game at any of the given milestones!

    2. Re:Where is the funny? by Culture20 · · Score: 1

      From the sounds of it they were at the pinnacle of gaming plenty of times during the 12 year span but simply failed to say "Alright, lets wrap it up". Games rely on three things to sell: visually engaging graphics, engaging story and gameplay.

      Four things: visually engaging graphics, engaging story, gameplay, and actually being for sale. Okay, maybe three things; I can overlook poor graphics (I'd gladly buy a good Infocom clone for a dollar).

    3. Re:Where is the funny? by Sponge+Bath · · Score: 4, Funny

      Just because something is pretty doesn't mean to say that it is good.

      +1 Avatar reference

    4. Re:Where is the funny? by Anonymous Coward · · Score: 0

      If a dollar is the price you'd be glad to pay, I wonder why nobody hears your requests ;)

    5. Re:Where is the funny? by Anonymous Coward · · Score: 1, Interesting

      Four things: visually engaging graphics, engaging story, gameplay, and actually being for sale. Okay, maybe three things; I can overlook poor graphics (I'd gladly buy a good Infocom clone for a dollar).

      FIVE, five things: visually engaging graphics, engaging story, gameplay, actually being for sale, only costing a dollar and nice red uniforms... Damn. I'll come in again.

    6. Re:Where is the funny? by Monkeedude1212 · · Score: 1

      Besides, they could have put a blank CD-R in each of the game cases and we all know it would have sold millions world-wide on its debut. They could have broken even with no effort at all.

    7. Re:Where is the funny? by ari_j · · Score: 1

      I wouldn't call it average from a technical standpoint. Keep in mind what the average was at the time it was released. The selling point, though, was absolutely the gameplay, and you need a +6 for that. Give DN3D the only slightly more modern mouse-look and movement commands and it would still be fun to play right now.

    8. Re:Where is the funny? by LOLLinux · · Score: 1

      The saga of Duke Nukem Forever reminds me of how George Lucas discovered CGI, but forgot script writing.

      George Lucas was never good at script writing especially with respect to dialog (a fact he himself has admitted). He was mostly saved in the original trilogy by having others help him out with writing the screenplays. If he hadn't been so full of himself and surrounded by so many yes men the prequels might have had a chance of having decent screenplays.

    9. Re:Where is the funny? by Anonymous Coward · · Score: 1, Interesting

      I'd gladly buy a good Infocom clone for a dollar

      How about $9.95?

    10. Re:Where is the funny? by Gadget_Guy · · Score: 1

      I wouldn't call it average from a technical standpoint. Keep in mind what the average was at the time it was released.

      To be fair on the old Duke, I didn't play it when it was first released, so by the time that I tried it I had already played Quake 1. I remember at the time thinking that it was a step down from Quake. Maybe it was because I wanted the strippers to be less pixelated!

      As for still being fun to play it now, it is on my list of games to revisit. Ooh, and I just found it on special at $3.89. Nice timing!

    11. Re:Where is the funny? by ari_j · · Score: 1

      Get the game disc for the data, and find the open-source game engine to play it on modern systems. Someone else posted a comment here linking to that. I've done it, and it's fun for a bit. And Quake was definitely a step up from Duke technically in many respects, especially in terms of user interface. :)

    12. Re:Where is the funny? by steelfood · · Score: 1

      George Lucas discovered CGI, but forgot script writing.

      OT, but George Lucas is a different case. He never wrote a good script. His success was upon the backs of giants (Francis Ford Coppola, Stephen Spieldberg, Alec Guinness, Harrison Ford, etc.). When he became a giant, there was nobody else left to tell him what to do, and that's when things fell apart.

      --
      "If a nation expects to be ignorant and free in a state of civilization, it expects what never was and never will be."
    13. Re:Where is the funny? by Chelloveck · · Score: 1

      Give DN3D the only slightly more modern mouse-look and movement commands and it would still be fun to play right now.

      It is.

      --
      Chelloveck
      I give up on debugging. From now on, SIGSEGV is a feature.
    14. Re:Where is the funny? by TheTurtlesMoves · · Score: 1

      If they could retain the great humour that went into the Duke3D, they would not need the latest and greatest in 3D gaming. It should stand alone.

      Everybody says that, few, if any, buy like that.

      --
      The Grey Goo disaster happened 3 billion years ago. This rock is covered in self replicating machines!
    15. Re:Where is the funny? by Agent+ME · · Score: 1

      JFDuke has been out of development for a long time. The most active and advanced (more features for mods) source port now is Eduke32, which has taken a lot of code from JFDuke.

  13. Should've been open-sourced long ago. by Sfing_ter · · Score: 0

    They should have open sourced this long ago. I can remember playing 3d when the demo for quake came out... i haven't played it since...

    --
    A computer once beat me at chess, but it was no match for me at kick boxing. Emo Philips
    1. Re:Should've been open-sourced long ago. by Anonymous Coward · · Score: 0

      What a ridiculous comment. Are you retarded?

  14. Vaporware Free software projects by MaraDNS · · Score: 5, Informative
    You know, Duke Nukem Forever is probably the most well-known vaporware software project out there, but it certainly isn't the only one.

    Free/open-source software has a lot of these. As an open-source developer myself, I can understand why. One issue is that a lot of open-source projects are started by young naive people who do not realize how much time and effort it really takes to make a software program. Probably over half of the projects on Sourceforge fall under this category. One example is MooDNS, a DNS server that stopped development around the time the developer realized what a pain in the butt DNS compression is.

    Another way open-source projects get abandoned is when other software that does the same thing comes along. For example, the GNU Hurd never became production-ready because Linux came along and was good enough that the perceived need for Hurd development went away.

    Other projects that stop development are projects where the developers stop going to school and get real jobs, and no longer have time to devote to an open-source project. One example of this is the Y Window System

    For all of the advantages of Free software, one issue is that, without, by and large, the developers being paid money, there is not nearly as much motivation to get something finished, so a lot of projects become vaporware.

    Closer to home, I've told myself for years I would have a thread-free version of a recursive resolver for my own MaraDNS. I finally started writing the code in late 2007. Around the end of 2007, I had a working basic non-recursive cache. The project was put on hold in 2008 while I got out of the Slashdot-posting basement and looked for a girlfriend. I finally got one around the end of 2008, and was able to spend 2009 adding a lot of features to the code, making a lot of releases of the code.

    Well, around September of 2009, I got burnt out. Too much work for too little (almost no) pay. I stopped doing major development on the recursive code at that point, but have a really nice non-recursive cache with most of the foundation needed to make it a recursive cache. I do want to get back in to the project; but it's a lot of work and having a few thank you emails doesn't feel like enough compensation at times, especially when the other half of the emails are people asking me to implement their favorite pet feature for fun and for free, or asking for free email support. I finally put a plug on that nonsense by making it extremely clear that I only answer private email for people willing to pay me. Here are some of my rants I blogged about. I do get the occasional "you made this nice DNS server, we would like to hire you" email, but haven't gotten a job from that yet.

    I do want to finish up the recursive code, and put closure on my DNS server project, but I just haven't gotten myself in the "develop free software" mindset again.

    Maybe it's time to stop goofing around on Slashdot and finish up the code. :)

    --
    MaraDNS is an open-source DNS server.
    1. Re:Vaporware Free software projects by Anonymous Coward · · Score: 0

      Closer to home, I've told myself for years I would have a thread-free version of a recursive resolver for my own MaraDNS. I finally started writing the code in late 2007. Around the end of 2007, I had a working basic non-recursive cache. The project was put on hold in 2008 while I got out of the Slashdot-posting basement and looked for a girlfriend. I finally got one around the end of 2008, and was able to spend 2009 adding a lot of features to the code, making a lot of releases of the code.

      You spent a lot of time getting a girlfriend. After you got a girlfriend you spent a lot of time adding features to your project.

      I like the way you prioritize, but I'm not sure your girlfriend would agree :P

    2. Re:Vaporware Free software projects by Anonymous Coward · · Score: 0

      The big difference is open source is done by volunteers and invariably there are solutions already available. The fact an unskilled kid doesn't get anywhere on something after setting up a homepage doesn't matter. OSS projects don't seek publicity and lie to the press about the status and fake screenshots each year. DNF was a farce and took a lot of real money for something that was never going to exist. You are aware of the lawsuits?

    3. Re:Vaporware Free software projects by MaraDNS · · Score: 1

      I like the way you prioritize, but I'm not sure your girlfriend would agree :P

      Looking for a girlfriend means meeting girls on dating sites and flirting with them on MSN while I'm bored at work. Having a girlfriend means working on geek projects while I'm bored at work and my girlfriend isn't online. I don't think she would appreciate me flirting with other girls. :)

      For single Slashdot geeks: I found her at Tagged playing a flirting game called "Meet me", getting MSN emails from girls who expressed interest, then getting to know girls on MSN until I got their phone number, and finally meeting them in real life and dating them until I got one who I had real good chemistry with. It was about eight months of work.

      --
      MaraDNS is an open-source DNS server.
    4. Re:Vaporware Free software projects by Anonymous Coward · · Score: 0

      Thanks for the tip. I'm between girlfriends, so I played with Tagged a bit. Eh, maybe it's just that I'm from a poor rust-belt city, but everyone on there seemed to be, well, let's say from a lower SES background. I'm looking for someone more educated and professional. Thinking an R&B song and sparkles on your profile page disqualifies someone from being my mate, and allowing such nonsense indicates a site caters to the kind of person I probably can't stand.

    5. Re:Vaporware Free software projects by Eil · · Score: 4, Funny

      The project was put on hold in 2008 while I got out of the Slashdot-posting basement and looked for a girlfriend. I finally got one around the end of 2008,

      Wow... phrased like that, getting a girlfriend is like a side quest in the RPG of your life.

    6. Re:Vaporware Free software projects by Alomex · · Score: 3, Insightful

      I'll work on an open source project when my lawyer and my doctor start providing free consultations.

    7. Re:Vaporware Free software projects by TaggartAleslayer · · Score: 1

      Who says "MSN Email"? For that matter, who says MSN anymore?

      No wonder you have issues with open source development. You obviously work for Microsoft.

    8. Re:Vaporware Free software projects by elrous0 · · Score: 4, Funny

      If only the real-life girlfriend quest was as easy as finding a girl with a giant exclamation point over her head.

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    9. Re:Vaporware Free software projects by elrous0 · · Score: 1

      "Lower SES" has to be the most polite way that I've ever heard of expressing that (especially considering that no one who *is* "lower SES" would have any idea what the term "socioeconomic status" meant anyway, and therefore couldn't possibly be offended).

      But seriously, this is the same problem I've had. Realistically there are very few women in my area (or online) who are anywhere close to my education level, or who share any of my interests. Even lowering my standards considerably, it's still hard to find anyone that I have anything in common with. I'm not being arrogant or elitist, it's just a reality. My last attempt at a relationship (and I *tried* my best to make it work) was with a girl who was very pretty and nice, but who was "lower SES" and had never been to college. It didn't last long. We basically had NOTHING to talk about--NOTHING. She was into NASCAR and I watched PBS. At the end of the day, what do you say to someone who doesn't have the slightest clue about any subject less mundane than the latest reality show gossip?

      Maybe there should be a dating site for college-educated singles only.

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    10. Re:Vaporware Free software projects by Sulphur · · Score: 1

      They do. Its the repair bill that nukes you from orbit (just to be sure).

    11. Re:Vaporware Free software projects by Anonymous Coward · · Score: 0

      Looking for a girlfriend means meeting girls on dating sites and flirting with them on MSN while I'm bored at work. Having a girlfriend means working on geek projects while I'm bored at work and my girlfriend isn't online. I don't think she would appreciate me flirting with other girls. :)

      For single Slashdot geeks: I found her at Tagged playing a flirting game called "Meet me", getting MSN emails from girls who expressed interest, then getting to know girls on MSN until I got their phone number, and finally meeting them in real life and dating them until I got one who I had real good chemistry with. It was about eight months of work.

      What kind of work do you do?

    12. Re:Vaporware Free software projects by Tetsujin · · Score: 2, Funny

      If only the real-life girlfriend quest was as easy as finding a girl with a giant exclamation point over her head.

      It can be... But then it's a real pain in the ass 'cause she starts talking and you've got to keep pressing the A button to skip over it.

      --
      Bow-ties are cool.
    13. Re:Vaporware Free software projects by dzfoo · · Score: 1

      Beware of those! I found a girl with a giant exclamation point over her head once, and she sent me off to get her some fancy jewlery for which I had to pay in blood and treasure. Mostly blood.

      The payoff when I returned wasn't worth half the trouble.

                -dZ.

      --
      Carol vs. Ghost
      ...Can you save Christmas?
    14. Re:Vaporware Free software projects by An+ominous+Cow+art · · Score: 1

      I was and am in the same situation. It's not fun, and it only gets worse as I get older, and the few who meet my standards succumb to marriage...

    15. Re:Vaporware Free software projects by RAMMS+EIN · · Score: 1

      Just so you know, I use MaraDNS and I am very happy that you wrote it. As far as I am concerned, you have achieved my dream of writing some software that is really appreciated by those who use it. And since you have released it under an open-source license, this means you are one of the heroes of open-source. Congratulations, and thanks!

      --
      Please correct me if I got my facts wrong.
    16. Re:Vaporware Free software projects by RAMMS+EIN · · Score: 1

      ``Wow... phrased like that, getting a girlfriend is like a side quest in the RPG of your life.''

      It seems to me that this is not very far from the truth, actually.

      --
      Please correct me if I got my facts wrong.
    17. Re:Vaporware Free software projects by Anonymous Coward · · Score: 0

      At the end of the day, what do you say to someone who doesn't have the slightest clue about any subject less mundane than the latest reality show gossip?

      Wow, you're hot and easily distracted. Oh, look over there.(go do something else)

      Still looking? How about some sex. Yay! Oh, look over there.(go do something else)

      Rinse, repeat.

    18. Re:Vaporware Free software projects by DeadDecoy · · Score: 1

      If only the real-life girlfriend quest was as easy as finding a girl with a giant exclamation point over her head.

      And all of the side quests are so damned repetitive:
      Fetch a rare necklace from the lower recesses of the dungeon mall.
      Safely escort a pack of wild children to their soccer game.
      Wash 20 dishes
      Take out the trash with this bag of holding

      You'll get experience, but it'll never be enough to reach the next level.

    19. Re:Vaporware Free software projects by Anonymous Coward · · Score: 0

      It's called pro-U2, or pro-Bono, or something like that, which I think comes from old French, pro-Beauneaux.

    20. Re:Vaporware Free software projects by mjwx · · Score: 1

      If only the real-life girlfriend quest was as easy as finding a girl with a giant exclamation point over her head.

      That's only for the NPC that will give you the quest. As us old school gamers know looking for a girlfriend is a pixel hunt but harder and more frustrating.

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
    21. Re:Vaporware Free software projects by mjwx · · Score: 1

      I'll work on an open source project when my lawyer and my doctor start providing free consultations.

      Mine bulk bills.

      Now get to work.

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
    22. Re:Vaporware Free software projects by Alomex · · Score: 1

      Huh?

    23. Re:Vaporware Free software projects by mjwx · · Score: 1

      Huh?

      Oh, no you don't.

      You cant feign ignorance now, you made a statement on the internet now build me my open source game.

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
    24. Re:Vaporware Free software projects by Alomex · · Score: 1

      I still don't see what bulk billing has to do with providing free services. Bulk billing is paid by medicare. Where exactly are the free services there? No need to feign ignorance, your comment simply makes no sense.

    25. Re:Vaporware Free software projects by mjwx · · Score: 1

      I still don't see what bulk billing has to do with providing free services.

      Not to one as limited as you, in your simplistic libertarian logic cost deferred is free (as in not from your pocket). You fail to see that the market for open source is indirect as bulk billing.

      Now start coding or stop making stupid comments.

      Thank you.

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
    26. Re:Vaporware Free software projects by Anonymous Coward · · Score: 0

      Maybe one day you will have thoughts that span more than one sentence. Then you can work on making them make sense. When you get there, spend the time thinking about the difference between volunteering your labor for free (OSS) and being paid by the government (medicare) out of tax revenue. There is a wee little difference there that is proving too nig for your brain to grasp.

      0-0

  15. so why did the devs stay? by alen · · Score: 2, Insightful

    at some point common sense will tell you that this project isn't going anywhere and your job may be in trouble and maybe i should look for another job? it's like all the dot coms from 10 years ago where people drank the kool aid and thought that investors will just keep feeding them more money to have fun at the office even though there is no profit and no one has any idea how to make a profit

    1. Re:so why did the devs stay? by Scr3wFace · · Score: 3, Insightful

      Strippers!

    2. Re:so why did the devs stay? by Anonymous Coward · · Score: 4, Informative

      read the article

      "By August 2006, at least seven people had left — nearly half the team... "

    3. Re:so why did the devs stay? by King_TJ · · Score: 1

      Seems obvious to me. They were still getting paid SOMETHING (if not "market rate"), while basically not having to do a lot of real WORK.... Why not stay and ride it out until the very end? Many of them were probably good friends with each other after all that time, so coming to work there was kind of like a big social club. And I'm sure they figured it wasn't going to be THAT big a deal to find something else whenever it did finally die out. (After all, the whole Duke Nukem franchise was VERY well known and liked. It's easy enough to explain that you did lots of "great work" on the project, but its ultimate failure wasn't some direct result of YOUR poor code, right?)

    4. Re:so why did the devs stay? by Blakey+Rat · · Score: 2, Informative

      Well, two points:

      1) The work environment, when they were hemorrhaging money, was probably really, really fun. Free food, free drinks, office full of toys.

      2) Despite that, the team *did* start defecting after a few years.

    5. Re:so why did the devs stay? by SoupIsGoodFood_42 · · Score: 1

      Well, the longer you spend there, the closer you must eventually get to finishing it, right? And the closer you get, the more you might as well stick it out just a little longer, since you've spent so much time on it already.

      That may be faulty logic, but it's easy to see how someone could end up staying there so long.

      Plus it would have been a bummer to quit after all that time, only to see the game finally ship and you weren't part of it.

  16. Me too by killmenow · · Score: 1

    *Sniff*, I would have played that game.

    I would have too, ten years ago.

    1. Re:Me too by Anonymous Coward · · Score: 0

      See: SiN. It's essentially Duke3D II.

  17. It's time to by Scr3wFace · · Score: 4, Funny

    Kick ass and chew bubble gum, Damn I'm all out of money!

  18. Duke Nukem isn't dead... by Anonymous Coward · · Score: 5, Funny

    ... I saw him yesterday in Avatar.

    1. Re:Duke Nukem isn't dead... by EricWright · · Score: 1

      Did you watch the ENTIRE movie? Wouldn't that prove that Duke Nukem really is ... oh, never mind.

  19. The Nuking... by Anonymous Coward · · Score: 0

    ...from orbit.

  20. Had To Laugh by TheNinjaroach · · Score: 4, Funny

    I had to laugh today when I signed into Slashdot to see we are still talking about Duke Nukem.

    --
    I went to eat some animal crackers and the box said, "Do not eat if seal is broken." I opened the box and sure enough..
    1. Re:Had To Laugh by Anonymous Coward · · Score: 1, Informative

      It will go on forever.

    2. Re:Had To Laugh by Opportunist · · Score: 3, Interesting

      It's one of the most treasured running gags on /. It's way more treasured than Natalie Portman, a Beowulf cluster or our sharks with friggin' lasers could ever be. It's one of the oldest ones, old enough that even the ancients here can barely remember a time without it.

      And now, it's gone. We have to find a new idiom for something that will be released bundled with $current_topic_considered_vaporware.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    3. Re:Had To Laugh by elrous0 · · Score: 2, Insightful

      We'll be done when it's ready.

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    4. Re:Had To Laugh by DerekLyons · · Score: 1

      I was thinking pretty much the same thing. Endless rumors of DNF were a staple of Slashdot stories for years. And now that it will never happen, it appears endless rehashes of the story will be staples for the foreseeable future.
       
      On top of which, despite the allusions to 'insider information' in the opening paragraphs... There really wasn't anything new or interesting in the article.

    5. Re:Had To Laugh by SEE · · Score: 1

      And now that it will never happen

      Hah! Somebody will buy the rights to the game and try it again. The Amiga Saga taught me that much.

    6. Re:Had To Laugh by Ozymandias_KoK · · Score: 1

      Don't forget that Daikatana and Battlecruiser 3000 had their days as well, but were eventually released, to expectable mediocre to crap reviews.

    7. Re:Had To Laugh by alexo · · Score: 1

      And now, it's gone. We have to find a new idiom for something that will be released bundled with $current_topic_considered_vaporware.

      The next version of Nethack?

    8. Re:Had To Laugh by PipsqueakOnAP133 · · Score: 1

      That's easy: The Year of Linux on the Desktop.

  21. Dedicated to his schtick by jollyreaper · · Score: 2, Informative

    He's been keeping this stunt up for months. And now I could really go for a pizza.

    --
    Kwisatz Haderach
    Sell the spice to CHOAM
    This Mahdi took Shaddam's Throne
    1. Re:Dedicated to his schtick by flanders123 · · Score: 1

      Indeed.

      And talk about a dichotomy of Karma....Here's a guy whose previous pizza posts are either +5 Funny or -2 Offtopic with not much in between.

      Thank you for your posts, The Noid.

    2. Re:Dedicated to his schtick by bertoelcon · · Score: 1

      And talk about a dichotomy of Karma....Here's a guy whose previous pizza posts are either +5 Funny or -2 Offtopic with not much in between.

      But neither of those changes Karma.

      --
      Anything can be found funny, from a certain point of view.
  22. Someone's had too many mushrooms by Anonymous Coward · · Score: 0

    mushroom cloud-sized implosion

    WTF? Mushroom clouds have a distinctive shape; they can be pretty much any size. And why would you hyphenate cloud with sized? Plus what's the size of an implosion anyway - what was there to begin with or what's left at the end?

    1. Re:Someone's had too many mushrooms by Anonymous Coward · · Score: 0

      Mushroom clouds are caused from explosions

    2. Re:Someone's had too many mushrooms by Anonymous Coward · · Score: 0

      and there was me thinking it was fairy tantrums!

    3. Re:Someone's had too many mushrooms by LionMage · · Score: 1

      mushroom cloud-sized implosion

      And why would you hyphenate cloud with sized?

      Because that's the convention for adding a hyphenated modifier to a compound noun. "Mushroom cloud" is the noun, and when you're combining a noun with an adjective like "sized" to qualify that adjective, you use a hyphen. For example, "He shot me with the .357 magnum, and as I looked down, I saw a bowling ball-sized hole in my chest."

      Speaking of bowling ball examples using "-sized" in them, I found a perfect example from Science News: Bowling ball-sized Devil Toad probably ate hatchling dinosaurs

      (Come to think of it, there was probably a Slashdot story about that...)

      But the rest of your comments are spot-on. Mushroom clouds are generally caused by explosions, and yes, they do come in all sizes, rendering the original author's statement completely meaningless.

      For the size of an implosion, I reckon most people would consider the size to be the volume or area affected by the implosion -- same as for the "size" of an explosion. Since an implosion tends to pull in surrounding matter...

      I'm sure the author of the summary thought the phrase sounded cool until we all started nit-picking him.

  23. Irony by operagost · · Score: 1

    In the end, 3DR failed solely due to Broussard's fear of failure.

    --

    Gamingmuseum.com: Give your 3D accelerator a rest.
    1. Re:Irony by nycguy · · Score: 1

      From the looks of him, his contribution to the pizza budget may have also had something to do with it...

  24. I don't need this Game by mattwrock · · Score: 5, Funny

    I will make my own game with Black Jack... and strippers! Oh they tried and failed? Oh crap!

    --
    "Ones and zeros were everywhere. I even think I saw a two!" - Bender
  25. I thought it was a joke? by gnasher719 · · Score: 1

    I always thought Duke Nukem Forever was one of this long standing jokes, like the "I copied 17 Megabytes on my Macintosh and it took 20 minutes" one that comes up again and again. Never realised it was real vapourware.

    You guys are saying there were real people trying to actually write this software? Seriously?

    1. Re:I thought it was a joke? by Monkeedude1212 · · Score: 1

      Yes. And there were real pre-orders made back in the 90's. There were people SO incredibly excited for this game, it would have been a block buster. Duke Nukem easily could've drawed the crowds for something like the Halo 3 Launch Parties.

      -THATS- why its such a big joke. This is by far the biggest and most publicized vapourware product to have ever been called Vapourware.

      For the longest time, the joke was "Yeah, that'll happen when Duke Nukem Forever comes out" which was always a faint possibility because the team reportedly was still working on it. Now that we know the Developers have been sacked and the project cancelled, we've had to come up with entirely new jokes. How straining!

  26. ALWAYS BET ON DUKE by soupforare · · Score: 3, Interesting

    Tycho said it best, "...there are lessons about what makes for good play still bottled up in Duke Nukem 3D, lessons haven't truly informed the last thirteen years of industry progress." If anything at all comes from the DNF fiasco, I hope that some younger gamers (and developers!) go back and give D3D a playthrough.
    Maybe it's not as great as we remember but it sure as hell deserved a better fate than it got.

    --
    --- Do you believe in the day?
  27. Sounds like they almost made 4 games by JSBiff · · Score: 5, Insightful

    It sounds like, from the article, Broussard never really got the concept of iterative development. It sounds like 4 or times they had a game *almost* done, and then scrapped it. Why? I mean, on the one hand, I do understand the idea of not releasing crap that dilutes your 'name brand', but the article author seems to have indicated that every time they demo'ed their 'current' generation of tech, the crowd was wowed.

    In the 10 years from 1998-2008 they could have released 4 or 5 great games, each one getting better than the last. Each one making some revenue to help you fund the next version. I've come to appreciate that developing software isn't a destination, it's a journey. Make a new version, give yourself a well-defined, finite set of new features, develop them, sell that version, then start working on the next version which adds all the cool features you just weren't able to work into the last version, but wished you had.

    One of the points in the article was that they scrapped the Quake II engine for Unreal, because Q2 just couldn't render the outside deserts around Las Vegas the way they wanted. I think, faced with the same problem, I would have just said, "No outside levels in this version - if we can't make them look decent, don't make them at all; we'll do it in the next version" - although, possibly I could see that one reboot as being necessary - probably the game would have been really missing something if there were no outdoor environments. So, I could see that change could have been necessary, switching to Unreal, but once they switched, they should have committed to shipping *a* game based on that engine, and only worried about changing up engines once they started work on the *next* game, after shipping DNF.

    Well, at least young'uns like me can learn from 3DR's mistake.

    1. Re:Sounds like they almost made 4 games by happy_place · · Score: 1

      That's really key. Further, because they used their own money, had they made NOTHING on any of them, they still would've been none the worse for the wear. Kinda goes to show the need to do SOMETHING, even if it's crap. I mean consider if Microsoft had waited 12 years to release the perfect OS, only too... err... um... no wait. Bad example. :)

      --
      http://www.beanleafpress.com
    2. Re:Sounds like they almost made 4 games by alen · · Score: 1

      reminds me of someone i know that bought all the electronics as soon as they came out. think when DVD first came out and players cost $1000.

      in the 1990's he refused to buy a computer because he said he was waiting for his ultimate one to be available

    3. Re:Sounds like they almost made 4 games by delinear · · Score: 3, Insightful

      The problem is, every time you reboot with a new engine, you raise expectations, and make no mistake expectations for this game were massively high from the very beginning. It's a hugely self-defeating cycle to tell a bunch of ultra-hyped users that the current gaming engines just don't do your game justice so you're switching to the latest bleeding edge engine, no way they could ever have released a game that lived up to its own hype. They would have been far better to release an average game, take the hit on the brand and then build on it for the next version (and by all accounts if they'd released at any time the game would have been more than average anyway, DN3D was never about graphics, they were superceded shortly after its initial release, it was about pure, unadulterated but often adult-based FPS fun).

      Sounds like the guy at the top just cared too much about his baby - should have backed away and left it with a project manager.

    4. Re:Sounds like they almost made 4 games by Blakey+Rat · · Score: 1

      I'll hand them the switch to Unreal, because Unreal really was *that much better* when it came out, and at that time they had no funding difficulties. But, man, you gotta put your damned foot down some time.

      Whether they had gone Unreal or Quake, they could have put out iteratively improved Duke Nukem games as those engines released new versions for relatively little effort, and completely cleaned-up the PC games sales charts.

      On the bright side, their unfinished Duke Nukem was probably better than the release of Daikatana... but then again, on the other hand, Daikatana *was* *released*.

    5. Re:Sounds like they almost made 4 games by honkycat · · Score: 2, Insightful

      Well, at least young'uns like me can learn from 3DR's mistake.

      Too bad 3DR didn't learn from the long history of software management blunders, as recorded in, e.g., The Mythical Man-Month. The blunders made by the DNF team read like a table of contents for that book. In particular, mindlessly adding employees to help speed things up in the endgame is usually a recipe for further delay.

      Also, if you're aiming for the technically most advanced game out there, using the engine some other guys developed to do it seems like a questionable strategy at best. It's sad. It makes it pretty clear that the original Dukes were accidental successes, at least from a production point of view. The management clearly had no idea how to actually manage the creative process.

    6. Re:Sounds like they almost made 4 games by Anonymous Coward · · Score: 0

      > It sounds like, from the article, Broussard never really got the concept of iterative development.

      Honestly, since a couple years into the game's development, I figured the whole affair seemed a bit... shady. Like Broussard was just using it to pull a salary for as long as he could string the company along, and the rest of the employees were kind of going along with it but never really getting anything done. It seemed to me that no company could be so incompetent and survive, yet they kept going on for so long. Every new twist of what little was reported about their dev process seemed to confirm my suspicions. Oh, firing everyone and starting over *again*? How convenient for the couple people still getting paid to "manage" this project...

    7. Re:Sounds like they almost made 4 games by JSBiff · · Score: 1

      I might be wrong, but it sounded, from the article, like Broussard was a co-owner of the company. As such, he didn't need to string along the company to draw a paycheck, because it was *already* his money. If anything, he pissed away his own fortune (and that of his fellow owners).

    8. Re:Sounds like they almost made 4 games by BillX · · Score: 2, Interesting

      I wonder what happened to all these "90% finished" versions - whether they were just trashed outright and lost entirely, or there are a few still kicking around in a repository somewhere. A micro-scale version of the DNF 'pattern' played out for the original D3D too (partly-finish the game, then scrap it and head in a new direction), but they actually released the partly-finished lame version because the curious D3D fanatics were clamoring for it (google for 'lameduke' if it still exists anywhere). It had about 50% chance of crashing during the demo screen, and the unfinished game bore no resemblance to the final D3D (more sci-fi, less funny, and you drank cola to refill health), but it was an interesting look at what-would-have-been. Any bets on the possibility of a 'LameDuke Forever' release(s)?

      --
      Caveat Emptor is not a business model.
  28. Transcript : SCRUM, DUKE NUKEM by tjstork · · Score: 1

    Developer 1 : Spent 12, Burned 0
    Developer 2 : Spent 12, Burned 0
    Developer 3 : Spent 12, Burned 0
    Developer 4 : Spent 12, Burned 0
    Developer 5 : Spent 12, Burned 0
    Developer 6 : Spent 12, Burned 0
    Scrum Master : We have sprint review coming up...
    Developer 2 : So, we have 500 hours of capacity, and 0 tasks burned...

    Repeat 60 times

    --
    This is my sig.
  29. Let the community finish it by crf00 · · Score: 1

    The game may be far from completion and may never be finished, but surely there are large amount of great code already written by 3D Realms. So why not open source the game and let us from Slashdot finish the work?

    1. Re:Let the community finish it by davaguco · · Score: 1

      Cause they don't want to admit that they only produced a few petabytes of stripper motion captures.

      --
      Please google and research "peak oil" a bit. You will discover this crisis is a lot worse than they have told you
    2. Re:Let the community finish it by HaZardman27 · · Score: 1

      And don't forget that teaser trailer that came out about a year or so ago!

      --
      Apparently wizard is not a legitimate career path, so I chose programmer instead.
    3. Re:Let the community finish it by Anonymous Coward · · Score: 0

      Because you people can't code for shit? Open sores games are some of the worst around.

    4. Re:Let the community finish it by pwfffff · · Score: 1

      Where oh where is Alex Gembe...

    5. Re:Let the community finish it by sowth · · Score: 1

      I am not sure why they couldn't do like blender did, and open source it if they got enough money--or preferably public domain it. I'd probably be willing to chip in some money just out of curiosity of what they had. Being able to use their models and code might not be such a bad prospect either...

    6. Re:Let the community finish it by Anonymous Coward · · Score: 0

      Because they don't want to?

    7. Re:Let the community finish it by greyline · · Score: 2, Informative

      Because there is an IP fight between them and the publisher.

    8. Re:Let the community finish it by sowth · · Score: 1

      Well, obviously it is their choice. It is just a possible way for the investors to get their money back. The fans would love it too.

  30. eDuke32 by Orion+Blastar · · Score: 5, Informative

    eDuke32 is an open sourced Duke Nukem 3D project. It needs the Duke Nukem 3D game data files to work, and if you lost your Duke CD they can sell you a copy for $5.99. It works with Windows, Linux, and Mac OSX, but only the Windows version is compiled, you have to compile the Linux and Mac OSX versions; although they claim to have a link to precompiled Mac OSX files.

    It is not Duke Nukem Forever but it has some advanced features and a link to Dukeworld to get fan made content creation and new maps and levels to keep you playing Duke Nukem almost forever. It can support resolutions the original couldn't and fixes a lot of game killing bugs the DOS version suffered from.

    --
    Remember, Slashdot does not have a -1 disagree moderation, and no, troll, flamebait, and overrated are not substitutes.
    1. Re:eDuke32 by thomst · · Score: 1
      If you lost your Duke CD, and you don't know how to use Goggle (you know, on the Innertube?), they can sell you a copy for $5.99.

      Well, isn't that special, Ed?

      --
      Check out my novel.
    2. Re:eDuke32 by westlake · · Score: 1

      If you lost your Duke CD, and you don't know how to use Goggle

      Marketing 101:

      Put everything your customer needs on your own damn page.

  31. "George’s genius was realizing..." by kurfu · · Score: 4, Insightful

    “George’s genius was realizing where games were going and taking it to the next level...” No. From TFA, it appears that as far as DNF is concerned, George was not an innovator at all. Instead of coming up with his own ideas, he wasted 12 years trying to play catch-up to every new shiny thing that got released.

    1. Re:"George’s genius was realizing..." by SeinJunkie · · Score: 1

      Agreed. It's just like an uninformed manager who reads about technology trends in a business magazine and wants it, without having any of the other components in place to make it successful within his organization.

  32. Good riddance by AlteredEgg · · Score: 0, Flamebait

    Duke Nukem started out as an innocently fun DOS platform shooter, supposedly for kids. To cast him as a stripper-club owner with a gun is just stupid.

    1. Re:Good riddance by Opportunist · · Score: 2, Funny

      Well, considering the time it took, the kids that played DN are now old enough to buy Mature rated games, so...

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    2. Re:Good riddance by brantondaveperson · · Score: 1

      Well not really, strippers *are* for kids. They're certainly not for grown-ups anyway.

  33. Still not getting it - DN3D was and is the King by dtolman · · Score: 5, Informative

    Thats ironic - you're mocking him without realizing that you just made his point... There are NO games out there that have replicated the variety in DN3D - let alone improved on that. They've chosen to look pretty instead of introducing new concepts. And DN3D came out 15 years ago!

    Can you do this in any other game - Setup a decoy in an elevator. Plant a pipe bomb. Go to a security terminal. Watch until your opponent triggers the elevator and opens it - set off pipe bomb remotely as they shoot at nothing.

    And its not just what the original poster listed - don't forget about:
    -unique sounds for walking on every surface (you could tell where your opponent was just by listening carefully)
    -3D multilevel environments (even if "technically" bridges)
    -Taunts
    -Working Mirrors
    -Jet Pack
    -Semi-destructible environments
    -Freeze Ray (expansion)
    -Portals (expansion)
    -Shrink Ray (expansion)
    -Microwave gun (expansion)

    I'm probably forgetting more stuff here - its been 10 years since I played last.

    1. Re:Still not getting it - DN3D was and is the King by Rhaban · · Score: 1

      Freeze ray and Shrink Ray where in the game from the start.
      Maybe not (in the free (shareware) version, but definitely before the expansion pack.

    2. Re:Still not getting it - DN3D was and is the King by dtolman · · Score: 1

      Doh! You are right - I was thinking of the deathmap levels in the Plutonium Pak that really made them shine... thinking about it more, I realize I left out a bunch of cool features:
      -stepping on people you hit with the shrink gun
      -aqualung/diving gear
      -steroid power-ups
      -night vision goggles
      -interactive environments ("working" fountains, phones, etc)

      Probably still forgetting more...

    3. Re:Still not getting it - DN3D was and is the King by Rhaban · · Score: 1

      Strippers.

    4. Re:Still not getting it - DN3D was and is the King by ari_j · · Score: 2, Insightful

      The closest was Deus Ex. Huge, gigantic game with an immersive environment that rewarded you for being cunning. But still no radio-detonated pipebombs. :)

    5. Re:Still not getting it - DN3D was and is the King by delinear · · Score: 1

      Strippers... sushi...Oh, and the best confrontation of a giant end-of-game bad guy (so big you had to fight him in a football stadium) ever, "What, there's only one of you?"

    6. Re:Still not getting it - DN3D was and is the King by VGPowerlord · · Score: 1

      If you're going to get into this, I'm going to point out that the PC version of Team Fortress 2 has:

      - 1960s Evil Genius motif (including Intelligence Briefcases as CTF flags)
      - Witty banter (each of the 9 classes has their own unique personality and voice clips)
      - The Announcer. No, seriously, the announcer is hilarious. Then again, it's Ellen McLain, who also voiced GLaDOS.
      - Critical hits
      - Domination (5 kills on an enemy who hasn't killed you) voice clips (ex. "May I borrow your ear piece? 'This is Scout, rainbows make me cry, over!'" -- TF2 Spy domination over Scout, one of several)
      - Revenge (Kill someone dominating you) voice clips (ex. "I'm back, dummy!" -- TF2 Scout getting a revenge kill)
      - Animated Taunts with voice clips
      - Death Freezecams to make the animated taunts even more humiliating
      - Animated Taunt-kills (for that extra-special humiliation) for 7 of the 9 classes (Engineer hasn't had his update yet, and Medic has a taunt-self-heal instead of a taunt-kill)
      - Payload game type. Basically, a variation on the capture the point style map. A slow-moving object must be pushed down a track past control points to capture them. Also comes in the two-cart (Payload Race) variety.

      Class specific:
      - Achievement-unlockable items (except the Soldier Gunboats and all (27? 29?) Hats)
      - Scout's double-jump. No other class is gonna do that!
      - Scout's double-effectiveness at capturing points/moving the bomb cart.
      - Scout's The Sandman baseball bat. Its baseball disorients enemies it hits (they can move around, but not use weapons/items), or stuns them completely from max distance.
      - Scout's Bonk Energy Drink, which makes you invulnerable for 10 seconds, but slows you down for an additional 10 when it wears off.
      - Soldier's Gunboats, which makes rocket-jumps do less damage.
      - Soldier's Buff Banner, which gives nearby allies mini-crits with their weapons.
      - Soldier's Equalizer pick-axe that makes you run faster and hit harder the less health you have.
      - Soldier's Direct Hit rocket launcher. Does critical damage to enemies in the air.
      - Pyro's Flamethrowers. The normal Flamethrower sets people on fire and has an airblast that can reflect rockets, reflect arrows, reflect baseballs, reflect jars of piss, and put out burning teammates. The Backburner sets people on fire and always does critical hits from behind.
      - Pyro's Flare gun, to set enemies on fire from a distance.
      - Pyro's Axtinguisher, an ax that does extra damage to enemies that are on fire.
      - Demoman's Pipe Bombs. With the Sticky Bomb Launcher, you can set 8 bombs and explode them all at once. With the Scottish Resistance, you can set up to 14 bombs and detonate whichever group you're currently looking towards.
      - Demoman's Chargin' Targe shield, which lets you charge at enemies. Also reduces the damage you take from fire and blast damage.
      - Demoman's cursed sword, the Eyelander, which gives you more health and speed the more people you decapitate with it. Any kill with this weapon decapitates.
      - Heavy's Minigun (Sascha). Does damage continuously in a cone in front of you.
      - Heavy's Natascha Minigun. Similar to Sascha, but it does 25% less damage and slows enemies by 50%.
      - Heavy's Sandvich. Heals you back to full health, or you can throw it out for someone else to eat. Grabbing a medkit while at full health gives you your Sandvich back.
      - Heavy's Killer Gloves of Boxing (KGB). Does critical hits for 5 seconds after you kill someone with it.
      - Engineer's upgradeable Teleporters
      - Engineer's upgradeable Sentry Guns
      - Engineer's upgradeable ammo/health Dispenser
      - Engineer's Wrench. Normal Wrench allows you to strike friendly structures to build them faster, repair them, or upgrade them. The PDQ Wrench (Coming soon) builds structures at twice the speed, but can't repair or upgrade them.
      Poor Engineer hasn't had his update yet, so his other two new items aren't yet known.
      - Medic's Healing

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    7. Re:Still not getting it - DN3D was and is the King by Narishma · · Score: 1

      I don't see how I made his point. He listed a bunch of weapons and said they were in no other game (he didn't specify that it should be before DN3D btw) and I listed some of the games that popped in my head that had those weapons, thus proving his claim wrong.

      --
      Mada mada dane.
    8. Re:Still not getting it - DN3D was and is the King by joshio · · Score: 1

      As far as interactive environments go, I still look back fondly at the interactive pool tables and the arcade games. The best was the Duke Nukem cabinet- when you operated it, Duke would say: "I don't have time to play with myself." Classic.

    9. Re:Still not getting it - DN3D was and is the King by dtolman · · Score: 1

      I played TF2 - TF2 - you are no Duke Nukem 3D. Seriously. Its all variants of the tried and true here. Fiddling around the edges. The imagination is all on the part of the developer - where's the part where WE get to use our imagination?

      Where;s the modern equivalent of hiding your laser trip wire in the bathroom stall with holoduke, and giggling when your opponent opens the stall door and gets blown to bits? Of rocketing into the air, jet pack ablaze, as you shower your opponent with pipe bombs? Of scurrying around the floor, scrambling to get under the pool table, as your now-giant attacker tries to step on you? Of trying to get the perfect bank off the wall, into the portal, to freeze your opponent on the other side?

      I STILL remember those types of things - where _I_ got to exercise my imagination thanks to the tools provided by the developer to come up with cool and unique things in the gameplay maybe THEY didn't even think of. Seems to me thats the sort of mentality that gets squashed now adays. Where is it now? Deus Ex had a touch of it. Crysis did too - if you look past all the pretty.

    10. Re:Still not getting it - DN3D was and is the King by mqduck · · Score: 1

      No, but you could attach a grenade to a wall that would blow up when an enemy walks by.

      --
      Property is theft.
  34. It was better this way. by mindwanderer · · Score: 1

    Had they released a bug-ridden stinker like Daikatana, my fond childhood memories of the Duke would have been irreversibly damaged. Better to die a quic... very, very slow death than to live on in ignominy.

    --
    :wq
  35. I RTFA.. by Anonymous Coward · · Score: 0

    ..and I think the article would of sucked unless they put the greyscale 3d piechart in it.

  36. Success didn't kill DNF by mrjb · · Score: 4, Insightful

    There's another name for what killed DNF: "feature creep". Classic mistake. So is hiring extra people to work on a project that's already late.

    After reading the article, it's blindingly obvious that what really killed the project was nothing but bad project management.

    "Shipping is a feature. A really important feature. Your product must have it."

    --
    Visit http://ringbreak.dnd.utwente.nl/~mrjb/growingbettersoftware to download your free copy of the book
  37. Quick Question by Monkeedude1212 · · Score: 1

    Not that I have any riches right now, but one day I might.

    So just to beg the question, how much would the rights to Duke Nukem Cost?

    I can see alot more than just a video game in 10 years, when Duke's status has all but been tarnished, where he will once again rise to the top of the entertainment industry. I see a new Video game, a completely original blockbuster trilogy, and his face and silly slogans slapped on every lunchbox from here to Taiwan.

    I don't know about you guys, but I wouldn't mind someone milking this franchise for all it's worth. Really, how much more terrible could they make it, and so long as the special effects are there and the uncanny delivery of a few witty lines, this thing will be golden.

    1. Re:Quick Question by VoltageX · · Score: 1

      That's an interesting question, and now that it's all but dashed I could almost see someone like Telltale picking it up.

      --
      "Anonymous could not immediately be reached for further comment." - International Business Times
  38. Just for you Quake players... by mcgrew · · Score: 1

    Rudolph the four legged Stroggie
    Had a very deadly tongue,
    And if you ever saw it
    You would prolly die real young.

    All of the other Stroggies
    Used to laugh and call him names
    They never let poor Rudolph
    Join in any deathmatch games

    Then one bloody Christmas eve
    Shambler came to say,
    "Rudolph with your tongue so long
    Go take care of Dennis Fong."

    Then all the Stroggies loved him
    As they shouted out with glee
    "Rudolph the four legged Stroggie
    You can come and play with me!"

    From my old Springfield Fragfest Quake Chriustmas page

  39. An interesting followup... by Schnapple · · Score: 4, Interesting
    One of the sites mentioned in the story is Shacknews, a Dallas-based site frequented by hardcore gamers and whose initial primary subject matter was the FPS games from the era when Duke Nukem 3D was initially popular. George Broussard posts there under the handle GeorgeB3DR.

    Someone posted a link to the WIRED story yesterday and one of the responses was from Jason Bergman who worked for Shacknews at one point as a writer and later moved on to Take Two and now works for Bethesda. In the discussion he posted:

    That article is missing a LOT of facts. Until the lawsuit is settled, you won't know the full story.

    Which naturally got the "Well how could you even know?" response, to which he responded:

    I was the producer at take two on dnf. So yes. Yes I know the real story. This article has a few things that are blatantly false, and others that are assumptions from people who weren't there.

    Granted this is from someone who used to work at Take Two, which is the company somewhat demonized in the article, so there may be some bias in play there, but it sounds like some of the stuff in this article may just be flat wrong.

    That said, this article is probably the best it can be under the circumstances, given that no one can really talk too much about it because of the lawsuit.

    1. Re:An interesting followup... by torqer · · Score: 1

      Ah... Used to be sCary's Shugashack. Back when there were mods to make games less pretty (no textures packs)...

    2. Re:An interesting followup... by DerekLyons · · Score: 1

      I suspect he's a blowhard - because he claims two different things; first he claims that "the story is missing facts", then he switches gears and claims "the story is based on false facts and unsupported assumptions". He tried to get some cred, and when his bluff got called he blew it.

  40. Wow by burris · · Score: 1

    Apparently, they really were working on DNF all this time. I thought for sure it was just a joke on the industry and a way to drum up publicity every couple of years while they worked/published real titles.

  41. Ken Silverman and Levelord by uncleroot · · Score: 5, Informative

    The part of the story that needs to be talked about a bit more is the under-recognized talent that worked on Duke 3D and made it so much fun. 3D Realms got lucky once because of a brilliant young programmer named Ken Silverman http://www.advsys.net/ken/ who wrote the engine while he was still in high school, and the talents of their design team, people like Levelord http://en.wikipedia.org/wiki/Richard_Gray_(game_designer) and others. The management of the company took credit for the success of Duke 3D. But once the talent left, management lived for years off the residual income from the various Duke ports and publisher advances while showing their utter lack of competence by being unable to ship a single product. While we mourn Duke and scorn Broussard and Miller let's remember the fine work of the team. Good work, guys!

  42. Worst case of feature creep seen? by Shivetya · · Score: 1

    Another of what can we do instead of what should we do development blunders? Heaven knows how many "two year" projects I have been on that are not scoped properly or worse, suffer feature creep from designers and managers who want to sound impressive. When a design document doubles in size by the middle of project it should be a hint.

    Sounds like these guys didn't know when well enough was met

    --
    * Winners compare their achievements to their goals, losers compare theirs to that of others.
  43. The especially sad part is that by darpo · · Score: 1

    Because of copyright, we'll need to wait, what, 70 years until a fan-based, open source game can be made? Yeah, I know someone linked to eDuke32 in this thread, but that's not the same thing. You still have to buy copyrighted assets and not have much control.

    1. Re:The especially sad part is that by LOLLinux · · Score: 1

      Because of copyright, we'll need to wait, what, 70 years until a fan-based, open source game can be made? Yeah, I know someone linked to eDuke32 in this thread, but that's not the same thing. You still have to buy copyrighted assets and not have much control.

      Even if the copyright expired tomorrow that wouldn't in anyway mean that you are suddenly going to get access to all the source code and the assets. Whoever ends up holding on to those assets could hold them in private indefinitely.

    2. Re:The especially sad part is that by OrangeTide · · Score: 1

      You can start programming an open source clone right now, and you'd probably be done before DNF would have ever finished.

      --
      “Common sense is not so common.” — Voltaire
    3. Re:The especially sad part is that by Anonymous Coward · · Score: 0

      There was one - Dave3D. Then 3DRealms shut it down, despite using 0% of the IP (not even making the obviously different hero retarded and homosexual worked), and 100% complying with the GNU GPL license its source code had.

      A Darkplaces-based remake of it was toyed with but no interest has gathered. All the open source fps fans are satisfied with those lame simple nexuiz, openarena, alienarena, urbanterror, saurebraten games that exist.

    4. Re:The especially sad part is that by LOLLinux · · Score: 1

      Or, maybe, he should have just made up his own game without trying to clone someone else's work and ideas?

  44. It *was* innovative... by SanityInAnarchy · · Score: 1

    Pipebombs are just a poor man's grenade. Other games have even had bombs that work exactly like that -- toss, then push a button. And, as others have mentioned, the other elements of this have appeared in other games since.

    Granted, there's still some things that probably haven't been as common, if they've appeared at all -- the shrink ray, for example, or the holographic decoy. But if you just want crazy weapons, Ratchet and Clank has them all.

    No, the point is that Duke3D, at the time, had things no one had seen before. Technologically, it was a Doom clone, but improved -- ramps, if nothing else -- and the level editor had the ability to toggle into 3D mode, I think even with some actions being possible in 3D mode.

    And, all those other things you've mentioned, plus the Devastator -- yet it wasn't completely unbalanced -- plus jetpacks, movie references, the binary combination lock minigame, and so on -- sort of the perfect storm of all the things that made the FPS genre great, distilled to perfection, plus one-liners and strippers.

    But, IMHO, this was pretty much the top of the id-style shooter, which is action-driven, you don't care that much about the plot, you just need enough verisimilitude to blow up some aliens, with some fun cutscenes to tie it together (but mostly to reward you for a boss fight). That's the legacy that, say, Serious Sam follows.

    TFA makes the point that this was the problem -- they wanted Duke Nukem Forever to be at the top of the genre again, but it was getting harder and more expensive to do. I'm still a bit disappointed, because by all accounts, another year or two would've done it, especially if it was funded by a publisher who insisted on a release date.

    But compare this to, say, Half-Life. It wasn't much later, and it was much more innovative, to the point of redefining the genre -- it was story-driven, an actual narrative expressed using the game as a medium. And the sequel, despite numerous delays and taking seven years in development, was actually released, and actually did it again.

    And now we have Halo, which seems to combine the two -- there's a good story behind it, a fair amount is told in the gameplay, but it's tied together with often fun cinematics, and while it's more serious, Master Chief is similar to Duke in that he's the best at everything (and also ridiculously muscle-bound) -- and similarly fun in deathmatch mode.

    What's my point in bringing up Half-Life and Halo? Well, nostalgia is fun, and Duke3D was significant, but there is no one perfect game, or even a most innovative game. Also, most of the time, the things you thought were so original in one game were probably there already, and have certainly been there since, unless no one wanted to touch them because they suck.

    --
    Don't thank God, thank a doctor!
  45. THQ at least knew when to put pencils down by cyberguyd · · Score: 1

    I remember when I first heard about S.T.A.L.K.E.R:Shadow of Chernobyl. Especially after I saw the movie that inspired the game (http://www.imdb.com/title/tt0079944/). I was giddy with anticipation like DNF. I followed the development but kept getting disappointed because they kept delaying as new engines came out and they rewrote the game to use those engines. At some point you have to say, OK choose a branch and run it out and stop making changes. Ultimately, this is what THQ did and they did produce an amazing game. I think 3DRealms could have learned a lesson from them. My number one rule of engineering: "You are never done, you just run out of time and/or money to make changes."

    Too bad, when DN-3D came out it was my favorite replacing Doom II, but at least they both live on in the community. The Duke will always be around FOREVER!!!

  46. DNF = Did not finish by Anonymous Coward · · Score: 0

    So can someone edit wikipedia for me to read DNF = Did Not Finish?

  47. Hahaha! You think this is the real Quaid? by bit9 · · Score: 1

    It is.

    Gotta love holographic decoys. Even the pretend ones.

  48. One of their problems by Locke2005 · · Score: 1

    From the "last day" photo, 36 employees and not a single one of them is female?!? Even if you live in your mom's basement, at least then you mom cleans up once in a while...

    --
    I've abandoned my search for truth; now I'm just looking for some useful delusions.
    1. Re:One of their problems by dzfoo · · Score: 1

      The strippers were out on PTO leave that day.

            -dZ.

      --
      Carol vs. Ghost
      ...Can you save Christmas?
  49. To quote Voltaire by Locke2005 · · Score: 2, Insightful

    "The perfect is the enemy of the good." My bias has always towards getting a product into the hands of customers, not towards academic correctness. Yes, the story of DNF should be taught as a textbook case in bad product management. Rule #1: if you spend hundreds of thousands of dollars on third-party tools and then decide not to use them, you should be fired for bad judgment, pure and simple.

    --
    I've abandoned my search for truth; now I'm just looking for some useful delusions.
  50. This thread... by steelfood · · Score: 1

    It's like slashdotters are trying to one-up each other by posting increasingly outrageous bad fantasy stories.

    --
    "If a nation expects to be ignorant and free in a state of civilization, it expects what never was and never will be."
    1. Re:This thread... by Verdatum · · Score: 1

      Just wait until you get into the fantasy stories about slashdotters. "Wow, newyorkcountrylawyer sure can twirl those tassels!"

  51. re: completing degrees, etc. by King_TJ · · Score: 2, Interesting

    I'd tend to agree with you too. My theory is that basically, an individual who would be willing to put up with the "taboo" nature of the industry, the labeling of your character that comes with the territory, and the relatively high risk to one's personal safety -- all because it's "easy money, compared to other jobs out there" is the type who isn't likely to do well in school either.

    Good intentions don't count for much, if you're too lazy to act on them.

    Honestly, I don't have any problems with a woman deciding to market her body/looks/dance moves by way of a strip club. It's no less "valid" a way to earn a living than anything else. But most of the time, I think they attract immature ladies who just want to "party and have a good time", and aren't thinking long-term enough to realize their looks aren't going to last forever. The fact they receive so much cash money that there's strong motivation to hide from the IRS is another factor (at least here in the USA). I was good friends with a former stripper who told me she literally raked in thousands per week when she was 18 or 19, working at the right clubs in New York. But after a while, her biggest problem was literally figuring out what to do with the cash. Most of the strippers bought a lot of clothes, and a used sports or luxury car or something ... But after that? They tend to blow it on drugs and drinking, partying, going out to eat at expensive places, hotels and travel ... Actually saving it would quickly mean you had traceable income, and you'd get stuck getting taxed on it.

    There's probably an untapped niche market here for financial advisors/money managers for people in the adult entertainment industry ... but again, the challenge would be getting immature 18 year olds to take any interest in it and TRUST someone with their money.

  52. I haven't really been following this by istartedi · · Score: 2, Interesting

    I haven't really been following this; so I read TFA.

    Two things leap to mind:

    1. The sequel always sucks. He should have realized from the outset that you do a sequel to cash in. Shovel that sequel! There really is no other way. Even if the sequel was actually just as good or slightly better, it will always suck because it can't duplicate the effect of seing a blockbuster for the first time. Note, this is not true if the original was not a blockbuster or particularly popular. A movie/game example doesn't leap to mind; but think of any cover of a Bob Dylan song. At any rate, the psychology of sequel reception seems readily apparent to me, and I suspect to just about anybody. How could they not see that?

    2. At what point should they have realized that there was another model available besides "ship finished product"? I'm referring to the "perpetual beta" model of Google, or a subscripion model, or perhaps giving free upgrades for a couple years after the game came out.

    Finally, wow! 12 years at a failed project??? That's just staggering but I bet it's not a record. The record probably comes from the defense industry and may or may not be classified.

    --
    For all intensive purposes, "whom" is no longer a word. That begs the question, "who cares"?
    1. Re:I haven't really been following this by Anonymous Coward · · Score: 0

      but think of any cover of a Bob Dylan song.

      Dude... Hendrix. Watchtower. Best damn cover of all time.

    2. Re:I haven't really been following this by Anonymous Coward · · Score: 0

      Forgive me if I miss the sarcasm of your signature. It's hard to tell sarcasm from ignorance lately.

      It's "intents and purposes" not "intense purposes" and not "intensive purposes".

    3. Re:I haven't really been following this by istartedi · · Score: 1

      To clarify, I was groping for examples where the sequel was "better". As the years went by, I actually started liking the Dylan versions better. Less production, more passion... if you can get by the timbre of his voice. I didn't offer any examples where the sequel was worse, since I figured they were plentiful enough.

      --
      For all intensive purposes, "whom" is no longer a word. That begs the question, "who cares"?
    4. Re:I haven't really been following this by LordofEntropy · · Score: 1

      I would think that the sarcasm is obvious given the signature as a whole has a number of common fuck-ups all nicely rolled into one nice signature package.
       
        Woosh I believe is appropriate at this time.

      --
      Entropy just isn't what it used to be.
    5. Re:I haven't really been following this by mqduck · · Score: 1

      1. The sequel always sucks.

      Duke Nukem 3D was itself a sequel.

      --
      Property is theft.
  53. Um, no. by Syberz · · Score: 1

    FTFA: "George's genius was realizing where games were going and taking it to the next level"

    Make that: "George's genius was realizing where games were and then trying desperately to catch up"

    There, fixed it for ya.

    --
    ~Syberz
  54. Logo is upside down by Russ1642 · · Score: 1

    Not surprised that they failed considering they couldn't even figure out which way is up on a radiation symbol.

  55. Comment removed by account_deleted · · Score: 1

    Comment removed based on user account deletion

  56. Last Story Please? by Mickyfin613 · · Score: 1

    You all have rose coloured glasses on. The Duke Nuke'em games are even more dated than Donkey Kong. I'm hoping this is the last time this "vaporware" title is brought up again... So not relevant and not even funny as an inside joke.

  57. Of course not, but for good reason by Radtastic · · Score: 1

    Would you be quick to snap up someone whose only professional credit was "Worked on a game for 12 years that never came out"? I say that half-jokingly--but, in all seriousness, that had to have hurt some of those guys professionally.

    Frankly, I wouldn't. Staying with that project would be demerits against them for lack of judgment. They overcommitted, likely based on prior resources expended, and that same decision process might come into play at their new position.

    --
    You stereotypers are all the same...
    1. Re:Of course not, but for good reason by Boldoran · · Score: 1

      Witch is a good thing if you are a company looking for loayal employees.

    2. Re:Of course not, but for good reason by LOLLinux · · Score: 1

      I'm a Warlock you insensitive clod!

  58. From Personal Experience. by John+Sokol · · Score: 1

    From personal experience I can tell you that mixing nerd programmer and stripped in one building doesn't mix.

    The programmer who are generally desperate and lonely with teasing sluts that seldom put out, It the perfect mix to drive people over the edge.

    --
    I am always doing that which I can not do, in order that I may learn how to do it. - Pablo Picasso
  59. Long story short by erroneus · · Score: 1

    "The had no plan!"

    The first time they put a game out, they had a plan... they were required to in order to get support for its development. This time they didn't need support and they directed themselves... or rather, failed to direct themselves.

    It is sad and speaks profoundly of Broussard's immaturity. Very disappointing.

    I get the feeling if they yanked Broussard out of the loop, they [the rest of the people] would have had a meeting, created a plan, and executed it to deliver a product.

    Broussard needs to be sued to lose his IP rights over Duke Nukem. My inner-capitalist says he doesn't deserve his success and certainly doesn't know how to use his resources.

    On the other hand, the company could escape the law suit by licensing the game to the GPL and releasing it "as-is." The game publisher suing them could STILL release the game and sell it... nothing in the GPL says they can't. But the publisher would also be unable to make much money on it as it would be freely available over the interwebs.

    In the end, "artists" need to get over themselves and just release a product. George Lucas could have retired as an immortal figure, but kept meddling in his work and is now viewed more as a nutty professor than a visionary god..

  60. Re: completing degrees, etc. by MarcQuadra · · Score: 2, Interesting

    Excellent post. That's a real issue. I had my bank account frozen twice when I had my stripper roommate. I would put her ones in and withdraw twenties, the bank didn't like getting four stuffed envelopes of ones every night, I guess.

    I actually testified at the state house that the sex workers in my city need 401Ks and tax advice more than they need prison terms or 'rescuing'.

    --
    "Sometimes, I think Trent just needs a cup of hot chocolate and a blankie." -Tori Amos on Nine Inch Nails
  61. Hot Chicks Room by nhavar · · Score: 1

    So they had a hot chicks room? Did they also have a bucket of truth in the back? That might be what was missing for them to be able to complete the game.

    --
    "Do not be swept up in the momentum of mediocrity." - anon
  62. ANECDOTE FIGHT!!!! by Anonymous Coward · · Score: 0

    Yea well I know tons of strippers blah blah blah blah blah.... you both LOSE.

  63. Ha Ha, only serious! by Hillgiant · · Score: 1

    The reason we are still talking about DNF is DN3D was a pretty damn good game at the time. The producers then allowed their fear that it would not measure up to expectations as an excuse to slowly kill the game.

    --
    -
  64. Two can play at that game by Chicken_Kickers · · Score: 1
    • I'll join the Red Cross/St. John Ambulance when my doctor start providing free treatments.
    • I'll volunteer at the soup kitchen when restaurants start giving free food.
    • You hopefully get my point

    Lawyers, doctors, builders, pilots, general people, regularly do volunteer work for the good of the public. The point of doing volunteer work is that by definition, you are not fully compensated for your time and effort but hopefully, it makes you feel good that you have made a difference.

    1. Re:Two can play at that game by Alomex · · Score: 1

      * I'll join the Red Cross/St. John Ambulance when my doctor start providing free treatments.
              * I'll volunteer at the soup kitchen when restaurants start giving free food.
              * You hopefully get my point

      Actually I don't. You listed organizations that help poor people. OSS helps some of the richest corporations on the planet: Yahoo, Google and IBM run on Linux.

      Call me when you volunteer to work for free for WalMart.

    2. Re:Two can play at that game by jackbird · · Score: 2, Insightful

      It's more like picking up trash at a public park or nature preserve - it helps everyone.

  65. Such good memories too. by Tolkien · · Score: 1

    I for one am sad to see Duke go. I still remember being in the store, putting my hands on the box and buying Duke Nukem 3D, then being absolutely wowed when I got home. It's a shame Broussard couldn't get past his perfectionism. I'm sure each and every iteration of DNF was a masterpiece in its' own right yet he sat and pondered time and time again only to add "just one more brush stroke", repeating the cycle each time.
    RIP Duke.
    You... have.. been missed.

  66. Stop it, STOP STOP, STOP STOP STOP STOP! by AbRASiON · · Score: 1

    We're sick and tired of hearing about it, it's over - it's finished, it's gone, finally!
    Can we not bring it up again? Ever? Just let it go, it was a joke, it's not even worth discussing.
    I'm so tired of seeing articles or comments regarding this game, there should be none, ever.

    It really doesn't deserve the press it's gotten and like a whining little kid throwing a tantrum in McDonalds, it should be escorted out and forgotten promptly.
    Good riddance.

  67. Engine Switches by LUH+3418 · · Score: 2, Interesting

    I've heard that the game was pretty far along when they switched to the Unreal engine. It's true that Unreal was a much better engine than Quake II... But, there have been many open source projects demonstrating that those game engines can pretty easily be upgraded. They could have saved themselves license money and avoided re-making all their assets by going that route instead.

    I myself used to run an indie game project. We were making our own game engine, and at the time, I was a pretty naive programmer. I liked to implement everything myself (reinventing the wheel). I was also never satisfied with the quality of what we had made, and so we restarted the engine development twice. This lead to other members of the team losing motivation, and the game never got completed. I think it's pretty easy to not be satisfied with what you have, but the lesson I took from this project is "refactor/reuse, don't recreate". Refactoring programming code can seem tedious, but in the end, it's always faster than starting completely from scratch, and you avoid losing what you already have.

  68. I lost my shirt by always betting on Duke! by mykos · · Score: 1

    Dammit. I need better financial advice.

  69. Duke Nukem Trilogy by Anonymous Coward · · Score: 0

    I wonder when we're going to get some substantive material on the DS/PSP Duke Nukem games.

  70. Another vapor: Racing Legends by Anonymous Coward · · Score: 0

    The West Brothers have been trying to make a GT game since 1998 or so, starting with World Sports Cars, and most recently Racing Legends. Their last update was October 12, 2003, and their last communication was January 29, 2004. They haven't been heard from since, and fanboys still proclaim to know this project is still being made. The West Brothers fell victim to the same trap as 3DR, having to use every latest technology that emerged. The fact that they also only have one other person on the team doesn't help. Read more at these links:

    http://www.racing-legends.com/news.htm

    The infamous "Sorry" post.

    http://www.west-racing.com/forum/index.php?topic=2395.0

  71. Re: completing degrees, etc. by malkavian · · Score: 1

    All I can say to this is Belle de Jour..
    It's not too uncommon a thing; I know of a couple of lasses that have worked lapdancing/poledancing/stripping to obtain the fast money to either get themselves through courses, or simply give them extra spending cash for the good things in life while they're following a normal career or their studies. Know one that went the dominatrix route, and she earned a pretty penny (she also worked in tech support for a rather large international networking equipment company as a day job).
    Yes, there are the "Party Girls" in the trade, and quite a few of them.. But there's also quite a few with definite ideas about where they're going. I treat them as the "know where you're going" until they prove otherwise..

  72. Give this person a Rock Lobster by BancBoy · · Score: 1

    Thanks for chuckle with my morning tea!

    --
    [UID-HeinzIntel]
  73. Strippers of category #4 by HydroPhonic · · Score: 1

    I know one. She's real. Very good at identifying which people represent opportunity and from which she wouldn't take much money (and, therefore, shouldn't waste the time). Career Sugar Baby. Dumps the extra $50000s into properties in her home country. Looking to one day marry for a [metric] boatload of money. No aspirations to acting of any kind - she's just gonna retire from this job...

  74. Profit? by Anonymous Coward · · Score: 0

    So how much did the Duke Nukem franchise make? There were a lot of releases prior to "Forever."

    Was there profit in the end? Was the net about to redline, so they pulled the plug?

    Riding the coat tails of a name is only good for so long. Just release a Duke like game, but give him darker skin/hair and and call him The Shaq. Yea.