Slashdot Mirror


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."

6 of 325 comments (clear)

  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: 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.
  2. 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 ?

  3. 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. :-)

  4. 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.

  5. 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.