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Diaspora reminds me of the tragedy of Duke Nukem Forever. Due to Duke Nukem 3D's success, they had too much funding and thus was trying to always incorporate t
by Casseres 13y ago
Diaspora reminds me of the tragedy of Duke Nukem Forever.
Due to Duke Nukem 3D's success, they had too much funding and thus was trying to always incorporate the latest and greatest in game development. Once they were nearing completion, a better engine would be released, and so they would start over from scratch. [0]
The original team behind Diaspora only asked for a little bit of money so they could get by while they spent their time working on it. Instead, they got too much money and recognition. Instead of delivering something half-baked, they drew it out and delivered something stale. The product they have now could have been what they delivered years ago, and years later (now), it could have been a successful competitor.
[0] I forgot what article I read which was really interesting and would have preferred to link to, but alas this will have to do: http://en.wikipedia.org/wiki/Development_of_Duke_Nukem_Forever http://en.wikipedia.org/wiki/Development_of_Duke_Nukem_Forev...
- at-fates-hands 13y agoI believe you're referring to this one in Wired from 2009 - "Learn to Let Go: How Success Killed Duke Nukem" http://www.wired.com/magazine/2009/12/fail_duke_nukem/all/ http://www.wired.com/magazine/2009/12/fail_duke_nukem/all/ Great article btw.
- polymatter 13y agoI believe this is the article which you refer to (http://www.wired.com/magazine/2009/12/fail_duke_nukem/all/ http://www.wired.com/magazine/2009/12/fail_duke_nukem/all/). Quote: > 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.” Edit: argh, at-fates-hands beat me to it.