Zaxx, on 07 February 2019 - 09:56 AM, said:
I just dunno why is it the implication that if a Duke game had a bigger emphasis on storytelling the gameplay would suffer because of it, especially after Doom 2016.
It's not because storytelling is in and of itself bad, but rather because the AAA Games Industry uses storytelling to artificially drag out the length of the game. Duke games should tell the story through gameplay, not through cut scenes. Duke "stories" are classic "Bad guy do bad thing, good guy shoot bad guys, save the chicks and everyone loves you."
Zaxx, on 07 February 2019 - 09:56 AM, said:
And the thing is that even though Duke as a character was an afterthought even in Duke 3D the King himself certainly was a huge factor in that game's success. I don't think that people want a Duke game where the story is a central thing but they want more of Duke and if done right the overall feeling of that would be just that: more Duke in a Duke game.
The problem is that if you tell the AAA Games Industry "I want more story" then you're going to get a pile of shit.
DNF had more story!
Nancsi, on 07 February 2019 - 12:37 PM, said:
These are the thing that aged poorly during the last decade or so. Playing Lunar Apocalypse with silent mode on is still as good as it was in 1996.
Bullshit. They're still just as good as they ever were. You're just a sensitive baby.
Nancsi, on 07 February 2019 - 12:41 PM, said:
I would love to see a Wrack style art in a Duke game. The game failed on many levels, but it's unique cartoony art was very interesting, and it would fit well with Duke's charcter. No wonder Bobby Prince was involved in that game.
Fucking no! This is a TERRIBLE idea. Duke's trademark is a gritty, dystopian, neo-futurism. You wanna turn Duke into a fucking kids game.
MusicallyInspired, on 07 February 2019 - 02:02 PM, said:
Just leave his backstory out of it. I don't care where he came from or how he used to be not as awesome as he is now. I don't want to see him vulnerable. At least not in that kind of way.
Duke Nukem is a male power fantasy. He was ALWAYS a badass. Does anyone want to see a film of John Matrix in high school being a dweeb? Fuck no. John Matrix was always chomping cigars and carrying thousand pound logs. That's who he is.
Trooper Dan, on 07 February 2019 - 02:13 PM, said:
While considering what special gameplay element would help define a new Duke game, we can first narrow down the options. If this is to be a spiritual sequel to Duke 3D, then it's a run & gun style game, similar to Doom. This means there are several things that it's NOT: a stealth game, platformer, a cover-based shooter, a hero shooter. Stealth imo should not be in the game at all. Occasional platforming is OK but we don't want Duke to become a parkour expert or anything like that. Use of cover sometimes is fine, but that shouldn't be the dominant playstyle (just as in Duke 3D you sometimes slip behind walls between shots, but there's never a time when you are pinned and ducking behind a chest-high wall). A "hero" shooter would be something like Destiny, Borderlands or Overwatch, where a lot of the gameplay revolves around the player's special powers. I'm not against Duke having some special abilities (in fact it would be good), but 80-90% of the time the focus should be on gunplay, and he shouldn't feel like a superhero. I also found it annoying in Doom 2016 how the "glory kill" system would break up the action with those long animations -- we don't want something like that either.
So putting this together, it means that the new gameplay element would have to do specifically with gunplay. Yeah, that doesn't narrow it down much.

This 100%. DNF's HUGE mistake was limiting Duke's arsenal. I'll tell you a gimmick: 30+ weapons/gadgets. I'm talking every gun from Duke3D, Zero Hour, Time to Kill, Shadow Warrior, etc. Bring back large fun weapon arsenals. Everything has a useful alt-fire or alt-ammo.
Trooper Dan, on 07 February 2019 - 03:11 PM, said:
I don't want to get sidetracked by debating whether the animations were "long". Here's the crux of the issue: when fighting weak enemies that you should be able to kill very quickly, it's annoying to feel obligated to use glory kills because you want the drops; get enough weak enemies together and it drastically increases time to kill and breaks of the action a lot.
Glory kills are the worst aspect of Doom 2016. Brutal Doom is shit and no one should copy it.
Trooper Dan, on 07 February 2019 - 03:53 PM, said:
So would you like to see something like a glory kill system in a Duke game? Admittedly, it does fit his character.
Against bosses only. You get a reward for beating the episode, if you ripped the heads off every enemy and shit down their neck it's not very cool. But if you do it to the big bad boss man, it's hilarious.