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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."

81 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: 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 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.
    3. 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...

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

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

    5. 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.
    6. 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.

    7. 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.

    8. 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.

    9. 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.

    10. 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.

    11. 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 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.

    2. 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?

    3. 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
  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.
  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 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
    3. 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.

    4. 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
    5. 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.

    6. 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.

    7. 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.
    8. 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.
    9. 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?!
    10. 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
    11. 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).

  5. 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 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.

  6. 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 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.

    2. 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.

    3. 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.

  7. 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?

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

    And I'm all out of money.

  9. 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 Sponge+Bath · · Score: 4, Funny

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

      +1 Avatar reference

  10. 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 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.

    2. 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.

    3. 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.
    4. 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.
  11. 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 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.

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

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

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

    ... I saw him yesterday in Avatar.

  14. 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 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.
    2. 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.
  15. 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
  16. 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
  17. 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?
  18. 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 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.

    2. 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.

    3. 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.
  19. 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.
  20. "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.

  21. 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 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. :)

  22. 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
  23. 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.
  24. 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.
  25. 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.

  26. 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!

  27. 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.
  28. 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.

  29. 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"?
  30. Re:Let the community finish it by greyline · · Score: 2, Informative

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

  31. 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
  32. 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.

  33. 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.