Interesting article by wired magazine...... Looks like they made the same mistakes as John Romero and Ion Storm (except on crack).
Too much money + too much freedom = lack of focus
plus they kept on rebooting their work when new and shiny 3d engines came out which they didn't have to license ........ but they did :/
Interesting enough, it is theorised that the current publisher Take two is trying to bankrupt 3D realms so that owner George Broussard would be forced to relinquish Intellectual property rights to Duke in order to pay back the loans owed.
http://www.wired.com/magazine/2009/12/fail_duke_nukem/all/1
Too much money + too much freedom = lack of focus
plus they kept on rebooting their work when new and shiny 3d engines came out which they didn't have to license ........ but they did :/
Interesting enough, it is theorised that the current publisher Take two is trying to bankrupt 3D realms so that owner George Broussard would be forced to relinquish Intellectual property rights to Duke in order to pay back the loans owed.
http://www.wired.com/magazine/2009/12/fail_duke_nukem/all/1
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.






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