The butt of jokes for many, many years, the story behind Duke Nukem Forever has finally been revealed.

Why the heck did the game take so long? It can be summarized like this: the game's lead designer, George Broussard, wanted the game to be so good it ended up preventing it from ever finishing completion.

A sad tale if you care to read...

Broussard simply couldn’t tolerate the idea of Duke Nukem Forever coming out with anything other than the latest and greatest technology and awe-inspiring gameplay. He didn’t just want it to be good. It had to surpass every other game that had ever existed, the same way the original Duke Nukem 3D had.

But because the technology kept getting better, Broussard was on a treadmill. He’d see a new game with a flashy graphics technique and demand the effect be incorporated into Duke Nukem Forever. “One day George started pushing for snow levels,” recalls a developer who worked on Duke Nukem Forever for several years starting in 2000. Why? “He had seen The Thing” — a new game based on the horror movie of the same name, set in the snowbound Antarctic — “and he wanted it.” The staff developed a running joke: If a new title comes out, don’t let George see it. When the influential shoot-’em-up Half-Life debuted in 1998, it opened with a famously interactive narrative sequence in which the player begins his workday in a laboratory, overhearing a coworker’s conversation that slowly sets a mood of dread. The day after Broussard played it, an employee told me, the cofounder walked into the office saying, “Oh my God, we have to have that in Duke Nukem Forever.”

“George’s genius was realizing where games were going and taking it to the next level,” says Paul Schuytema, who worked for Broussard and Miller heading up the development of Prey, another 3D Realms title. “That was his sword and his Achilles’ heel. He’d rather throw himself on his sword and kill himself than have the game be bad.”
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  • 0
    vortis Dec 24, 09
    If the game looked as good as it did in those concept pics then graphically they were good to go. Gameplay wise...there's relaly no such thing as revolutionizing a genre that's at its peak until they find a way to completely overhaul the FPS gameplay model.
  • 0
    Aussie Legend Dec 24, 09
    Its a shame, Zero Hour was one of my fav games on the N64.
  • 2
    Zero and X Dec 24, 09
    Honestly, they shot themselves in the foot too many times. They could have released a ton of Duke Nukem games, using the Quake 2 engine, the Unreal Engine, if they made a game for all the engines they bought, it would have been a great franchise.
    • 0
      chautemoc Dec 24, 09
      It's odd -- the shitty publisher/developer relationship that is tradition seems to actually drive the industry in a way. They didn't have it, and this is one of the primary reasons why they failed.

      Of course, a supportive publisher that knows how to find a good balance between making a solid game and not losing a lot of money is best. Hard to find, I imagine.
  • 0
    Play ISDF Dec 24, 09
    Tragic that one guy's obsession killed Forever so many times. I just hope that someone with some intelligence does pick it up and finish it.
    • 0
      chautemoc Dec 25, 09
      Wouldn't be the same team so it wouldn't be the same game. Duke is definitely dead...
  • 0
    Shinobi_razor Dec 24, 09
    id say the graphics are fine as seen in the pic above. gameplay, dont know, but they should probably try to add some new things never seen before if they can.

    thats if the game gets picked up by someone else. dont think Duke is very popular anymore. though if DNF ever happens, just play it like an FPS spoof game kinda like Eat Lead, which is what Duke games usually do IIRC.

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