Duke Nukem Forever 2001 Build Discussion

I’m way out of the loop on this shit, can someone explain what happened with George, Randy, DNF and all that jazz? Why is it such a big deal?
 
I’m way out of the loop on this shit, can someone explain what happened with George, Randy, DNF and all that jazz? Why is it such a big deal?
George Broussard might have revolutionised gaming with the Shareware model, but the fame got to his head, and when it came to Duke Nukem Forever, he decided to scrap select builds of the game and start over to make Forever the greatest game anyone has ever seen. It was this behaviour that killed the Duke Nukem franchise.

Randy Pitchford was a level designer for the Duke Nukem 3D Atomic Edition. He went on to found Gearbox and create the Brothers in Arms and Borderlands franchises, and his company were the ones who ended up polishing and releasing the turd that Forever had become in the development hell.
 
I think it had a lot to do with the DNF team wanting to 1up whatever big huge game was out at the time. Basically whenever a new game came out that caused a cultural phenomenon like Half Life, Halo and Gears of War, Brossard wanted DNF to be even bigger than those games.
There was a story about Broussard playing the first No One Lives Forever and got hyped as fuck then told the team that they had to a snow level now. The game takes place in Las Vegas, so... DNF being built as a technical showcase probably meant that snow wouldn't just be the ground colored white, even GoldenEye 64 have more advanced snow than that.

George Broussard might have revolutionised gaming with the Shareware model, but the fame got to his head, and when it came to Duke Nukem Forever, he decided to scrap select builds of the game and start over to make Forever the greatest game anyone has ever seen. It was this behaviour that killed the Duke Nukem franchise.

Randy Pitchford was a level designer for the Duke Nukem 3D Atomic Edition. He went on to found Gearbox and create the Brothers in Arms and Borderlands franchises, and his company were the ones who ended up polishing and releasing the turd that Forever had become in the development hell.
To be fair, before Gearbox Randy took what he learned at 3DRealms and formed "Rebel Boat Rockers" where they made a shooter(Pax) that promised a lot and was never released.
 
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Just played a bit of DNF2001, and wow... This game would've been good! But what I was surprised by DNF2001 is how difficult it is! This is because your main enemies, the Earth Defense Force, are much more dangerous than Those Alien Bastards from 3D: They are much deadlier, fire in bursts, operate in small squads, and because they wield the M16, pack a greater punch than alien soldiers and pig cops. It's genuinely fun fighting a more dangerous threat than what we all know and what they ultimately went with in the 2009/released build. If Duke gets rebooted, they should look at the EDF from Forever '01 for inspiration for their enemies.

Plus, the tone seems much darker, giving weight to Duke's character and his status as a ridiculous man in a straight-laced world.
 
Why is Duke fighting human EDF soldiers? Are they supposed to be possessed by aliens or something?

Seems very inspired by the military in Half-Life but it’a kind of weird for Duke to be fighting not just aliens, from what I remember you fight alongside and not against the EDF in the 2011 version.

Also, I feel like it’s a valid question as to whether the nudity would have made it into an actual final released version in 2001/2002, nudity started popping up in ESRB rated games as far back as 2004, but that would have been really pushing the envelope in 2001 when not even GTAIII had the balls to go that far.
 
It will forever be terrible that this series will likely never see the light again due to the sheer legal quagmire of the rights (with even Bobby Prince getting his legal licks in) and crusty has-been fucks still holding onto decades old grudges. Broussard, you deserve to feel every ounce of failure.
I remember being told Randy Pitchford wanted to sit on the Duke licence until Jon Saint John passed/was too old for the role so there could never be any more Duke games. I don't know if Randy said that, or it's just speculation, but I can believe it.

Why is Duke fighting human EDF soldiers? Are they supposed to be possessed by aliens or something?

Seems very inspired by the military in Half-Life but it’a kind of weird for Duke to be fighting not just aliens, from what I remember you fight alongside and not against the EDF in the 2011 version.
In the trailer, the general says the EDF is compromised, and to trust no-one.


Not directly related to the thread, but this old podcast clip from 2006 where people are baffled about DNF not being released.
 
I’m way out of the loop on this shit, can someone explain what happened with George, Randy, DNF and all that jazz? Why is it such a big deal?
DNF is a classic cautionary tale of "the perfect being the enemy of the good". The game was announced in 1997 and was pretty close to being finished multiple times, but the head of 3D Realms (George Broussard) kept demanding the game be scrapped, usually for very trivial reasons, and work on the game started back at square one. This kept happening until 3D Realms eventually ran out of money and the company was bought out by Gearbox Software, owned by Randy Pitchford, the guy responsible for other infamous trainwrecks like Aliens: Colonial Marines and Battleborn, who then released a half-arsed, slapped-together version of the game in 2011 - nearly fifteen years after it was first announced.

Broussard wanted the game to be the best game ever. The game was first developed on the Quake Engine, but when Quake II came out he scrapped all the work up to that point and started again on the Quake II Engine. Then when Unreal came out he again scrapped all the work and started again on the Unreal Engine. Then Halo came out, and... you get the idea. The result is that DNF ended up perpetually playing catch-up to the competition.
 
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I remember being told Randy Pitchford wanted to sit on the Duke licence until Jon Saint John passed/was too old for the role so there could never be any more Duke games. I don't know if Randy said that, or it's just speculation, but I can believe it.
Yeah, I can believe that, too bad for Randy that people would just accept that JSJ would have passed and gotten somebody who could do a close approximation of Duke.
 
The game was first developed on the Quake Engine, but when Quake II came out he scrapped all the work up to that point and started again on the Quake II Engine. Then when Unreal came out he again scrapped all the work and started again on the Unreal Engine. Then Halo came out, and... you get the idea.
You can tell what parts of the game were made after certain games came out when playing the finished DNF. There's a crane physics puzzle that feels right out Half-Life 2. There's an out of place "power armour is for pussies" joke when someone offers Duke the Halo armour, which is all the more pathetic when you notice how much is lifted from Halo. Extended vehicle levels, recharging health, and a two weapon limit spring to mind. There were likely others, but most of the game is extremely forgettable.

The only original idea that game has is a level where you're tiny and fighting enemies in a fast foot place. It's one of the few memorable moments of the game.
 
DNF is a classic cautionary tale of "the perfect being the enemy of the good". The game was announced in 1997 and was pretty close to being finished multiple times, but the head of 3D Realms (George Broussard) kept demanding the game be scrapped, usually for very trivial reasons, and work on the game started back at square one. This kept happening until 3D Realms eventually ran out of money and the company was bought out by Gearbox Software, owned by Randy Pitchford, the guy responsible for other infamous trainwrecks like Aliens: Colonial Marines and Battleborn, who then released a half-arsed, slapped-together version of the game in 2011 - nearly fifteen years after it was first announced.

Broussard wanted the game to be the best game ever. The game was first developed on the Quake Engine, but when Quake II came out he scrapped all the work up to that point and started again on the Quake II Engine. Then when Unreal came out he again scrapped all the work and started again on the Unreal Engine. Then Halo came out, and... you get the idea. The result is that DNF ended up perpetually playing catch-up to the competition.
There's a line from El Topo that sums it up:

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DNF is a classic cautionary tale of "the perfect being the enemy of the good". The game was announced in 1997 and was pretty close to being finished multiple times, but the head of 3D Realms (George Broussard) kept demanding the game be scrapped, usually for very trivial reasons, and work on the game started back at square one. This kept happening until 3D Realms eventually ran out of money and the company was bought out by Gearbox Software, owned by Randy Pitchford, the guy responsible for other infamous trainwrecks like Aliens: Colonial Marines and Battleborn, who then released a half-arsed, slapped-together version of the game in 2011 - nearly fifteen years after it was first announced.

Broussard wanted the game to be the best game ever. The game was first developed on the Quake Engine, but when Quake II came out he scrapped all the work up to that point and started again on the Quake II Engine. Then when Unreal came out he again scrapped all the work and started again on the Unreal Engine. Then Halo came out, and... you get the idea. The result is that DNF ended up perpetually playing catch-up to the competition.
Slight edit on the Quake engine part, Quake 2 was in development when DNF work started, they had intended to make a technical spec of the game using the Quake engine and then update it with Quake 2's engine features when the tools were ready. This version had the least work done IIRC, with just some models, animations and test maps, with the one trailer from this period apparently being nothing more than a scripted sequence.
 
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