Development of Duke Nukem Forever
The video game
After repeatedly announcing and deferring release dates, 3D Realms announced in 2001 that Duke Nukem Forever would be released "when it's done". In 2009, 3D Realms was downsized, resulting in the loss of the game's development team. Statements indicated that the project was due to "go
On September 3, 2010, 14 years after the start of development, Duke Nukem Forever was announced by
Background
Scott Miller was a lifelong gamer who released his text-based video games as shareware in the 1980s. By 1988, the shareware business was a $10 to $20 million a year market, but the distribution method had never been tried for video games. Miller found that gamers were not willing to pay for something they could get for free, so he came up with the idea of offering only the opening levels of his games; players could purchase the game to receive the rest.[3] George Broussard, whom Miller met while he was in high school, joined Miller at his company, Apogee, which published and marketed games developed by other companies. While Miller was quiet, with a head for business, Broussard was an enthusiastic "creative impresario". Apogee (from which a new brand name was made in 1994, 3D Realms) grew from a small startup to a successful corporation.[4] Among the games they published was id Software's Commander Keen in 1990 and Wolfenstein 3D in 1992. Commander Keen was met with great success and inspired the development of many sidescrollers for the DOS platform, including many developed by Apogee and using the same engine that powered the Keen games, and Wolfenstein was highly successful, popularizing 3D gaming and establishing the first-person shooter (FPS) genre.[5]
In 1994, Broussard began working on 3D Realms' own first-person shooter. Rather than the faceless marine of other games, players controlled as
In the mid-1990s, 3D Realms began developing a new 2D Duke Nukem game. It featured pre-rendered graphics, achieved by rendering Duke Nukem 3D graphics as sprites, creating a style similar to the 1994 game Donkey Kong Country. According to the developer Aaron Hurd, Duke would fall in love with a Russian soldier named Eva; as this was the fourth Duke Nukem game, the developers chose the title Duke Nukem 4 Eva, which became Duke Nukem Forever. This game was canceled due to the rising popularity of 3D games and the title was used for the next 3D Duke Nukem project.[7]
Development
1997–1998: Quake II engine
3D Realms announced Duke Nukem Forever on April 27, 1997.
In August and September, the first screenshots of Duke Nukem Forever were released in PC Gamer. As 3D Realms did not receive the Quake II engine code until November 1997, the screenshots were mockups made with the Quake engine.[10] 3D Realms unveiled the first video footage of Duke Nukem Forever using the Quake II engine at the 1998 E3 conference,[10] showcasing Duke fighting on a moving truck and firefights with aliens. While critics were impressed, Broussard was not happy with progress.[4]
1998–2003: Unreal Engine
Soon after E3, a programmer suggested that 3D Realms make the switch to
In June 1998, 14 months after announcing that they would use the Quake II engine, 3D Realms announced that they had switched to Unreal Engine. Broussard said that Duke Nukem Forever would not be significantly delayed and would be back to where it was at E3 within a month to six weeks. He also said that no content seen in the E3 trailer would be lost.[12] However, according to programmer Chris Hargrove, the change amounted to a complete restart.[4]
By the end of 1999, Duke Nukem Forever had missed several release dates and was largely unfinished; half of its weapons remained concepts.[4] Broussard responded to criticisms of the development time as the price of modern game development. A significant factor contributing to the protracted development was that Broussard was continually looking to add new elements. 3D Realms employees would joke that they had to stop Broussard from seeing new games, as he would want to include portions of it in Duke Nukem Forever.[4]
Later in 1999, Broussard decided to upgrade to a new version of Unreal Engine designed for
To placate anxious fans, Broussard decided to create another trailer for E3 2001, the first public showing in three years.[4] The video showed a couple of minutes of footage,[17] including a Las Vegas setting and a demonstration of the player interacting with a vending machine to buy a sandwich. The trailer impressed viewers and Duke Nukem was the talk of the convention.[4]IGN reported on the graphics: "Characters come to life with picturesque facial animations that are synced perfectly with speech, hair that swings as they bob their heads, eyes that follow gazes, and more. The particle effects system, meanwhile, boasts impressive explosion effects with shimmering fire, shattered glass, and blood spilt in every direction ... Add in real-time lighting effects, interactive environments, and a variation in locales unequaled in any other first-person shooter and you begin to see and understand why Duke Nukem Forever has been one of the most hotly anticipated titles over the last couple of years."[17] Staff at 3D Realms recalled a sense of elation after the presentation, feeling they were ahead of the competition. While many staff expected Broussard to make a push for finishing the game, he still did not have a finished product in mind.[4]
In 2022, two builds close to the one shown at E3 2001 were leaked online.[18] Responding to the leak, Broussard said that much of what was shown at E3 was "smoke/mirrors [sic] for an E3 video [they] should have never done";[19] he described the leaked game as a "smattering of barely populated test levels".[20] Miller said the E3 trailer had overrepresented what was playable in the game at that point.[21]
2003–2006: Conflict with Take-Two
By 2003, only 18 people at 3D Realms were working on Duke Nukem Forever. One former employee said that Broussard and Miller were still operating on a "1995 mentality", before games became large-team, big budget development affairs. Because they were financing the project themselves, the developers could also ignore pressure from their publisher;[4] their standard reply to when Duke Nukem Forever would ship was "when it's done".[4][22] In 2003, Take-Two CEO Jeffrey Lapin reported that the game would not be out that year.[23] He said the company was writing off $5.5 million from its earnings due to Duke Nukem Forever's lengthy development.[22] Broussard responded that "Take-Two needs to STFU ... We don’t want Take-Two saying stupid-ass things in public for the sole purposes of helping their stock. It's our time and our money we are spending on the game. So either we're absolutely stupid and clueless, or we believe in what we are working on."[4][22] Later that year, Lapin said 3D Realms had told him that Duke Nukem Forever was expected by the end of 2004 or the beginning of 2005.[16]
In 2004, GameSpot reported that Duke Nukem Forever had switched to the Doom 3 engine.[24] Many gaming news sites mailed Broussard, asking him to confirm or deny the rumor. After receiving no answer from him, they published the rumor as fact, but Broussard explicitly denied it soon after.[24] Soon after 3D Realms replaced the game's Karma physics system with one designed by Meqon, a relatively unknown Swedish firm. Closed-doors demonstrations of the technology suggested that the physics would be superior to the critically acclaimed Half-Life 2.[25] Rumors suggested that the game would appear at 2005 E3. While 3D Realms' previously canceled Prey was shown, Duke Nukem Forever was not.[26] According to Miller, around this point he approached the Canadian developers Digital Extremes, known for co-developing the Unreal games, to take over development, as Duke Nukem Forever was "in deep trouble". Digital Extremes and Take-Two were willing, but the takeover was rejected by others at 3D Realms.[27]
In January 2006, Broussard said that many of Duke Nukem Forever's elements were finished, and that the team was "basically pulling it all together and trying to make it fun".
Staff were tired of the delays. Duke Nukem Forever was the only 3D game many had ever worked on, giving them little to put on a resume, and as much of 3D Realms' payment hinged on profit-sharing after release, the continual delays meant deferred income.[4] By August 2006, between 7 and 10 employees had left since 2005, a majority of the Duke Nukem Forever team, which by this point had shrunk to around 18 staff.[4][32] While Shacknews speculated that the departures would lead to further delays, 3D Realms denied this, stating that the employees had left over a number of months and that the game was moving ahead.[33] Creative director Raphael van Lierop, hired in 2007, played through the completed content and realized that there was more finished than he expected. Lierop told Broussard that he felt they could push the game and "blow everyone out of the water", but Broussard felt it was still two years from completion.[4]
2007–2009: Final years with 3D Realms
The delays strained Broussard and Miller's relationship. By the end of 2006, Broussard appeared to have become serious about finishing the game.
On December 19, 2007, 3D Realms released the first Duke Nukem Forever trailer in more than six years. It was made by 3D Realms employees as part of holiday festivities. While Broussard refused to give a release date, he said that "you can expect more frequent media releases [and] we have considerable work behind us".[36] While the Dallas Business Journal reported a 2008 release date, Broussard said that this was based on a misunderstanding.[37]
In-game footage appeared in 2008 premiere episode of
As Duke Nukem Forever neared completion, funding began to deplete. Having spent more than $20 million of their own money, Broussard and Miller asked Take-Two for $6 million to complete the game. According to Broussard and Miller, Take-Two initially agreed, but then only offered $2.5 million. Take-Two maintained that they offered $2.5 million up front and another $2.5 million on completion. Broussard rejected the counteroffer, and on May 6, 2009, suspended development.[4]
2009–2010: Layoffs and downsizing
3D Realms laid off the Duke Nukem Forever staff on May 8, 2009, due to lack of funding; inside sources claimed it would operate as a smaller company.[41] Take-Two stated that they retained the publishing rights for Duke Nukem Forever, but were not funding it.[42] Previously unreleased screenshots, concept art, pictures of models and a goodbye message from 3D Realms were posted by alleged former employees. Similar leaks followed after May 8, 2009.[43]
In 2009, Take-Two filed a lawsuit against 3D Realms over their failure to complete Duke Nukem Forever, citing $12 million paid to
3D Realms planned to hire an external developer to complete the game while continuing to downsize,
2010–2011: Gearbox revival and release
Despite the discontinuation of internal game development at 3D Realms, development did not cease entirely. Nine ex-employees, including key personnel such as Allen Blum, continued development throughout 2009 from their homes. These employees would later become Triptych Games, an independent studio[57] housed in the same building as Gearbox, with whom they collaborated on the project.[note 1]
After ceasing internal game development, 3D Realms approached game developers
The game was re-announced at the
Development was almost complete with only minor polishing to be done
Press coverage
With the game since in development at Gearbox Software and a subsequent playable demo, Duke made a comeback with an unprecedented 11th place award on Wired's 2010 Vaporware list.[87] When the GameSpy editors compiled a list of the "Top 25 Dumbest Moments in Gaming History" in June 2003, Duke Nukem Forever placed #18.[88] Duke Nukem Forever has drawn a number of jokes related to its development timeline. The video gaming media and public in general have routinely suggested names in place of Forever, calling it "Never", "(Taking) Forever", "Whenever", "ForNever", "Neverever", and "If Ever".[81] The game has also been ridiculed as Duke Nukem: Forever In Development; "Either this is the longest game ever in production or an elaborate in-joke at the expense of the industry".[89]
Footnotes
- ^ Lee, Garnett (September 10, 2010). "Talking Duke Nukem Forever With Gearbox Software's Steve Gibson". Shack News. Los Angeles CA. Archived from the original on September 20, 2012. Retrieved January 11, 2013.: "Allen Blum and those guys, they're actually now in the Gearbox Software building on the tenth floor. We brought them in; they're now connected to the Gearbox infrastructure and our central team of animators and modelers and sound engineers."
- ^ Keefer, John (January 8, 2013). "Morning Keefination". Shack News. Los Angeles CA. Retrieved January 11, 2013.: "We approached them initially due to our past relationship and were able to work out a nice deal where everyone wins across the board. It’s a mutually beneficial relationship, but it’s not like a white knight came in and saved the day."
- ^ Lee, Garnett (September 10, 2010). "Talking Duke Nukem Forever With Gearbox Software's Steve Gibson". Shack News. Archived from the original on September 20, 2012. Retrieved January 11, 2013.: "Getting it all together, as one cohesive piece you could play front to back, fitting it within memory, all the optimizations and trying to get it on console platforms—that was the thing."
Citations
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Additional references
- 3D Realms (April 28, 1997). "Duke does Quake – The Big Question Answered – Why?". 3D Realms. Archived from the original on October 12, 1999. Retrieved December 23, 2009.
{{cite web}}
: CS1 maint: numeric names: authors list (link) - 3D Realms (June 15, 1998). "Duke Nukem Forever Switches to Unreal Engine". 3D Realms. Retrieved December 23, 2009.
{{cite web}}
: CS1 maint: numeric names: authors list (link) - 3D Realms (December 4, 2000). "Duke Nukem Turns His Life Over to g.o.d." 3D Realms. Retrieved January 2, 2010.
{{cite web}}
: CS1 maint: numeric names: authors list (link) - Aguilar, Mario (January 20, 2010). "Storyboard: Duke Nukem Forever's Spectacular Failure". Wired. Retrieved January 20, 2010.
- Fahey, Rob (September 3, 2005). "GDC: Duke Nukem Forever physics surpass Half-Life 2". GamesIndustry.biz. Retrieved January 18, 2010.
- IGN Staff (October 19, 1999). "Broussard Talks Duke 4; The lead man behind DNF talks about the "complex" process of making the much-anticipated sequel". IGN. Retrieved December 26, 2009.
- Kushner, David (2004). Masters of Doom: How Two Guys Created An Empire and Transformed Pop Culture. Random House.ISBN 0-8129-7215-5.
- Remo, Chris (August 30, 2006). "3D Realms Sees Major Employee Departures, Fate of DNF in Question?". Shacknews. Retrieved February 10, 2010.
- Thorsen, Tor (June 9, 2006). "Take-Two stock tanks, Duke Nukem Forever due by Dec. 31?". GameSpot. Retrieved February 10, 2010.
- Wernicke, Brad (June 16, 1998). "George Broussard (06/16/98); on the switch from Quake II to Unreal engine for Duke Nukem Forever". IGN. Planet Duke. Archived from the original on December 16, 2005.
External links
- Official website
- Duke Nukem Forever News Archive at 3D Realms web site
- The Duke Nukem Forever List - further history and comparisons of other things that happened during the time of development