3d realms is dead Options
Lead Salad
#1 Posted: : Thursday, May 07, 2009 11:15:16 AM
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Click

Maybe they'll pass Duke Nukem Forever on to a company that will actually finish it?
TripleBam
#2 Posted: : Thursday, May 07, 2009 12:54:39 PM
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Oh, lord, how I lol'd.

This is what you get when you're a prick about a game you'll never finish. This is what you fucking get. Eat shit, 3D Realms.
Safety + Peace
Giller [GwDR]
#3 Posted: : Thursday, May 07, 2009 1:27:18 PM
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I never thought duke nukem was ever super great anyway. It was just okay. I wouldnt give two shits if nukem forever just continues to be the joke that it always was. Vaporware. the longest running joke in development mythos.

We can all wish that Shadow Warrior gets a 3d sequel too...

Quote:

"Who the fuck is Leon Switch and why does he know we have a dog?" - Mrs. Giller
Lead Salad
#4 Posted: : Thursday, May 07, 2009 1:30:12 PM
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Giller [GwDR wrote:
]I never thought duke nukem was ever super great anyway. It was just okay. I wouldnt give two shits if nukem forever ever gets released.

In terms of gameplay, it wasn't really spectacular. What really made the game was just how ridiculous and funny it was.
Darkillumina
#5 Posted: : Thursday, May 07, 2009 3:22:12 PM
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Read about this. Honestly I'm not surprised. There's only so many times you can scrap a game and start from scratch before you just run out of funds. The real tragedy here is that the legend of DNF is finally finished. They killed themselves they tried to make a legacy game with DNF that would revolutionize FPS's but what they failed to realize is that their legacy was Duke Nukem 3D. By failing to release DNF back in 2000-2001 they ensured that they would be remembered for the joke that is DNF's development.


This is from an ex-3D devloper and provides some insight as to the insanity of 3D Realms.

"The 2001 trailer was 100% scripted cinematic, and not actual gameplay. They built specific demo maps just to record video from to make a trailer. Everything you see in that trailer was phony.

The typical work flow there went something like this:
Designer would be assigned a task (build a new map, rebuild an old map, polish a bit of a map, etc.). Designer would work on said task for two, three weeks, a month, all the while lower management would be looking over it and making sure it was going in a "good general direction." Designer would move on to another task. A month or two later upper management would finally look at the work and say, "It's all wrong, do it again." Rinse, repeat.

Entire maps would be done from the ground up, almost to beta quality, and then thrown out simply because no one would make decisions early on in the process. (Read up on Valve's 'orange box' method of design -- that's how you make games)

Another example of is the fact that there was one part of one map that was being worked on before I started working there. Nineteen months later and the same designer was still working on the same part of that same map... I'm not blaming the designer, it wasn't his fault.

I think the biggest problem that the company had in general is being self-funded. When you're a developer working directly with a publisher and you have milestones to meet it's a whole different ballgame. If you don't meet those milestones, you don't get any money. That right there will keep your project on schedule. If, however, you're funding it yourself, you don't really have anyone to answer to except yourself and you can quickly lose sight of just how much money is going out the door."
I'm the leetest one here

HolyJaw
#6 Posted: : Friday, May 08, 2009 1:22:50 AM
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If I could interject here a moment, Illumina, could I get a link to what you're referring to about Valve's 'Orange Box' method of designing games? Google isn't helpful tonight.
silverwasp wrote:
Be careful what you wish for... I have 10 younger siblings and I am only 20....

Yes.... Same parents


WarMachine wrote:
meh...maybe if he hadn't been handed a burning house he could have done great things, but right now he has won the Prize for what? Damage Control?
TripleBam
#7 Posted: : Friday, May 08, 2009 1:45:15 AM
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HolyJaw wrote:
If I could interject here a moment, Illumina, could I get a link to what you're referring to about Valve's 'Orange Box' method of designing games? Google isn't helpful tonight.

He's referring to the "Cabal."

Which was used since HL1.
Safety + Peace
Gunslinger
#8 Posted: : Saturday, May 09, 2009 11:54:41 AM
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In an hour of Darkness a blind man is the best guide. In an age of Insanity look to the madman to lead the way.

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