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Learn to Let Go: How Success Killed Duke Nukem
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ProfessorF
What's a life?
Joined: Thu Apr 23, 2009 7:56 pm Posts: 12030
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Great article over on Wired: Clicky |  |  |  | Quote: On the last day, they gathered for a group photo. They were videogame programmers, artists, level builders, artificial-intelligence experts. Their team was — finally — giving up, declaring defeat, and disbanding. So they headed down to the lobby of their building in Garland, Texas, to smile for the camera. They arranged themselves on top of their logo: a 10-foot-wide nuclear-radiation sign, inlaid in the marble floor.
To videogame fans, that logo is instantly recognizable. It’s the insignia of Duke Nukem 3D, a computer game that revolutionized shoot-’em-up virtual violence in 1996. Featuring a swaggering, steroidal, wisecracking hero, Duke Nukem 3D became one of the top-selling videogames ever, making its creators very wealthy and leaving fans absolutely delirious for a sequel. The team quickly began work on that sequel, Duke Nukem Forever, and it became one of the most hotly anticipated games of all time.
It was never completed. Screenshots and video snippets would leak out every few years, each time whipping fans into a lather — and each time, the game would recede from view. Normally, videogames take two to four years to build; five years is considered worryingly long. But the Duke Nukem Forever team worked for 12 years straight. As one patient fan pointed out, when development on Duke Nukem Forever started, most computers were still using Windows 95, Pixar had made only one movie — Toy Story — and Xbox did not yet exist.
On May 6, 2009, everything ended. Drained of funds after so many years of work, the game’s developer, 3D Realms, told its employees to collect their stuff and put it in boxes. The next week, the company was sued for millions by its publisher for failing to finish the sequel. |  |  |  |  |
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Tue Dec 22, 2009 10:03 pm |
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bally199
Doesn't have much of a life
Joined: Thu Apr 23, 2009 6:52 pm Posts: 1036 Location: Barnsley, South Yorkshire
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 I was looking forward to DNF so much. Infact, up until the news it had been axed the anticipation had been killing me. Oh well, guess it'll never happen. 
_________________ Kimmotalk is where all the cool people hang.
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Wed Dec 23, 2009 1:01 am |
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james016
Doesn't have much of a life
Joined: Tue May 05, 2009 5:52 pm Posts: 1899
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They are all out of gum.
*runs away*
_________________ My Flickr PageNow with added ball and chain.
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Tue Dec 29, 2009 4:08 pm |
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pcernie
Legend
Joined: Sun Apr 26, 2009 12:30 pm Posts: 45931 Location: Belfast
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3D Realms: Strong resurgence coming for Dukehttp://www.computerandvideogames.com/ar ... ?id=230523 |  |  |  | Quote: If you thought this year's Duke Nukem Forever implosion was the end of the cigar-chewing meathead, you'd be wrong. 3D Realms boss Scott Miller has said there's a lot of Duke still to come.
"The next few years should see a strong resurgence in Duke," Miller told print mag, Gamesauce (thanks Shack). "There are numerous other Duke games in various stages of development, several due out this year. We are definitely looking to bring Duke into casual gaming spaces, plus there are other major Duke games in production. Almost all of these [projects] are unannounced."
Miller also suggested that the Duke Nukem Forever project isn't dead in the water. He said "we've never said that Duke Nukem Forever has ceased development," adding "yes, we released the internal team, but that doesn't correlate to the demise of the project."
And plans for a Duke movie are still afoot: "The Duke film is making steady progress...we're developing a much more complete storyverse for Duke, filling out all of the details we've left to the imagination in the games.
So how did 3D Realms manage to last so long without releasing any games? Miller explained, "Duke Nukem 3D was made for $300,000, and we made back 25 times our investment--not to mention all of the third-party Duke console games that sold well. Plus, we made a killing with Wolfenstein 3D. And we made the biggest killing on Max Payne! We made $30 million in royalties on that game (off of a $2.5 million investment), plus another $48 million selling the IP to our publisher. Oh, and we were also part owners of Gathering of Developers when that was sold to Take2. And finally, we have been pretty lucky with other investments, both in the stock market and in other studios." |  |  |  |  |
He's comparatively open, isn't he? 
_________________Plain English advice on everything money, purchase and service related:
http://www.moneysavingexpert.com/
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Tue Dec 29, 2009 9:13 pm |
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pcernie
Legend
Joined: Sun Apr 26, 2009 12:30 pm Posts: 45931 Location: Belfast
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_________________Plain English advice on everything money, purchase and service related:
http://www.moneysavingexpert.com/
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Mon Feb 01, 2010 11:18 pm |
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