LA DESARROLLADORA 3DREALMS CIERRA, DUKE NUKEM FOREVER BYE BYE (APDEITED)
Este es un dato que durante las últimas horas era simplemente un rumor y finalmente lo ha confirmado la propia compañía, tristemente. Lo que mal empieza… RIP
Update 3: 3D Realms webmaster Joe Siegler has commented on the shut down, stating: «It’s not a marketing thing. It’s true. I have nothing further to say at this time.»
A very reliable source with inside knowledge of Duke Nukem Forever developer 3D Realms today told Shacknews that the company has been shut down.
The closure came about as a result of funding issues, our source explained, with the shut down said to affect both 3D Realms and the recently resurrected Apogee name.
Phone calls and e-mails to various 3D Realms veterans have thus far gone unanswered, with publishing partner Take-Two likewise unavailable for comment.
3D Realms was founded in 1987 by Scott Miller and George Broussard. The company had infamously been working on Duke Nukem Forever over the past 13 years.
Por su parte Take-Two confirma a Shacknews que ya no financia el desarrollo del juego, aunque mantiene los derechos sobre el nombre «Duke Nukem Forever». Deep Silver y Apogee Software no se ven afectadas por la situación de 3DRealms y continuarán el desarrollo de Duke Nukem Trilogy.
ACTUALIZADA LA NOTICIA CON ESTA INTERESANTE «TEORÍA» CONSPIRATIVA DE DUKE NUKEM FOREVER DE ÚLTIMA HORA
Léanlo, de ser cierto es la polla con cebolla y todo se trataria de una especie de «plan maligno» orquestado por las mentes detrás de 3DRealms junto aa algunas de las mentes más privilegiadas de la industria. Al parecer ni siquiera hemos visto nunca el «auténtico» Duke Nukem Forever; lean, lean lo que cuenta un exempleado de 3DRealms. Creo que todo esto es una broma previa al anuncio definitivo.
Faster than I can even remember (literally… I don’t remember) I was knocked out of my chair by I *think* of all people Tim Sweeney (it was a wooden kitchen chair) and was pinned on the ground by Mike Wilson and Cliffy B (he’s so much stronger than I ever expected). George walks over to my chair and fucking stomps the shit out of it until the legs are broken off. He casually picks up one of the legs that had split into a shit your pants style point and starts tossing it up and down. Scott and Mark Rein alternate on and off saying that I apparently wasn’t aware how *real* business is done and that if I didn’t want to find out why those two companies had maintained such a strong position in the industry dating back to the shareware days (when it seems people didn’t ask nearly as many questions about why developers appeared, made a game, and then disappeared without a trace)… I had better reconsider my answer.
Al parecer se trata de una coña escrita para something awfull por el propio Charlie Wiederhold ex 3D Realms.
Otro ex-empleado de la compañía, sin embargo cuenta:
In my best interest, I’m going to be somewhat candid for now. I will, however, elaborate a bit on some things:
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 WTF 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.