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Duke Nukem 3D: 20th Anniversary World Tour

User is offline   Jimmy 

  • Let's go Brandon!

#2371

View PostNancsi, on 24 November 2016 - 11:29 PM, said:

In the case of DNF, Gearbox essentially released a product that was made by 3DRealms. And while the game sucked a bit (or more like it didn't meet the sky high standards of expectations), the blame should be addressed at 3DRealms, as they didn't manage to pull it together within time.


This is 100% demonstrably incorrect. 3D Realms quit production in 2009. Then some of the developers went rogue, and continued to develop it without Scott Miller and George Broussard. Say what you will about either of these men, but without their involvement it is not 3D Realms at that point. And that is why they chose the name Triptych. Triptych and Gearbox released a very different game than 3D Realms was planning to release, and I will say that while George Broussard may have never managed the game to a point where it would be released, he also never would have allowed what was released to go gold. It was not a Duke Nukem game, and it was re-written by two women who had no grasp of the character. Duke Nukem Forever was a mangled mess because of Triptych's rogue development where they clearly chopped the game up and Gearbox Software signed off on it. It was not the game 3D Realms intended to release. DEMONSTRABLY SO. Anyone who says otherwise is wrong and will be forever wrong.

View PostNancsi, on 24 November 2016 - 11:29 PM, said:

In the case of WT, Gearbox did the greatest fanservice to this franchise ever (did 3DRealms create anything at the 10th anniversary?), yet everbody moan about little nitpicks, most of them are already fixed or - hopefully - they will be fixed soon. The price is not that bad now, only 4$ more than for Megaton, which did practically nothing notable to the original game (no new episode by the original devs, no true 3d emulation etc).

During this "greatest fanservice" Gearbox also halted a much better release of the game by the EDuke32 team.
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User is offline   HiPolyBash 

#2372

Duke Nukem Forever was never finished. Gearbox and Triptych released a polished alpha that had been fucked with more than Frankensteins monster with the worlds shittiest narrative written around it. This is why Gearbox and Pitchford saying over and over again that they saved Duke Nukem and delivered 3D Realms vision is bullshit because they really didn't. There are accounts from several different developers discussing how they tore apart the most finished parts of an alpha build, wrote around it, polished and released it and in addition to this it doesn't resemble 3D Realms vision as well as the DLC being a large segment of the game that was removed from the original release and sold as DLC with yet another terrible narrative written around it.

If 3D Realms had in fact reached Gold in April of 2010 I honestly believe we would have gotten a much better game supported by mod tools, with a better narrative, overly better as a game and the developers would have been more receptive to the pre-release criticism to avoid the backlash that Duke Forever was given prior to release and in reviews but it still would have disappointed in several different areas.

Duke Nukem Forever was never going to be a great game after the development it went through and the shift towards console gaming influencing the development of the game but it would have been a lot better had 3D Realms been able to complete it and I honestly believe that.

This post has been edited by HiPolyBash: 26 November 2016 - 07:53 PM

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#2373

View PostHiPolyBash, on 26 November 2016 - 07:52 PM, said:

There are accounts from several different developers discussing how they tore apart the most finished parts of an alpha build, wrote around it, polished and released it and in addition to this it doesn't resemble 3D Realms vision as well as the DLC being a large segment of the game that was removed from the original release and sold as DLC with yet another terrible narrative written around it.


Really? Where?

I thought the Area 51 + Space sections in the DLC was never meant to be a part of the final game anymore since 2007 when Broussard declared "Cutting is shipping" (at least that's what Fred says) and I don't think the 2009 trailer shows any section from the now-DLC areas. As for the narrative, according the leaked plot diagram in 2009, it looks like it's basically the final's but with the DLC in it and arranged differently (imo playing as Bombshell is a bad idea, it'd be like the Arbiter levels in Halo 2).

Also, it's not as if Triptych had the chance at the time. They were a small team team and they have admitted that they were just trying to ship what has already been made just to get DNF off the vaporware list at last.

Feel free to prove me wrong with leaked builds, though.

This post has been edited by PikaCommando: 26 November 2016 - 10:16 PM

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User is offline   Jimmy 

  • Let's go Brandon!

#2374

The DLC is an amalgam of material that was cut in 2007 and things Triptych cut from 2009 DNF. Nothing makes sense because the entire game is a Frankensteining of random materials. It's very clear that the story was written around the set-pieces that were finished. It's the choppiest game I've ever played.

This post has been edited by Jimmy Gnosis: 26 November 2016 - 10:46 PM

2

User is offline   HulkNukem 

#2375

I like when Gearbox and I believe Broussard himself said the DLC was entirely new content made after the game was finished which is completely false because there was plenty of leaked screenshots after 3DRealms originally shutdown production of some of the DLC content.
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User is offline   Mr. Tibbs 

#2376

GeorgeB on DNF's DLC:
Posted Image
Mirrors what Triptych's Andrew Baker said over at Shacknews.

Quote

To be honest the writing was done nearly for free (bad decision) by two women (yup, women, so the misogyny thing is just baffling) who had never written anything or anything like it before (one a technical writer right out of college IIRC, the other a relative of someone on the team who's never written anything published at all before AFAIK). There was no story or written dialog or fucking anything like a cohesive level progression to the game when 3DR shut down. All that was all done while the game was forcibly assembled from misc parts, over a few months between the shutdown and when GBX picked up the project.

One hope I had for the project moving to GBX was that they'd trash the writing, the recorded dialog, and give a decent professional doing-over story-wise - but they didn't want to spend the money or time on that, and thought what existed worked, apparently.

I'm convinced now that giant swaths of people who were making decisions were or are tone-deaf to what makes media work, let alone what would be needed for a game character like Duke; I know with Borderlands, it's a tiny group of 2-3 core guys who are creative directors on it and they have the power and freedom to hire actual popular, professional and proven funny people like Anthony Burch, trash and rework and polish the story elements, and were willing to make story and tone a central element of the game, not an afterthought or some insultingly bargain basement amateur project.


Quote

Yeah to be honest I don't think it's the norm right now. From what I know, GBX paid Triptych very little to complete DNF, and we as employees were told by Triptych that we'd get some sort of payout even if the game didn't do that well, because we were saving GBX/2K so much money having presented them with a near finished project and then working for peanuts to ship it. We were told that it didn't even need to sell over a million to make money, etc etc. Then it came out, and from what we could tell it easily sold over 1mil between the three platforms (like .3mil PC, .75mil Xbox and 7.mil or something like that on PS3).

Somehow this didn't happen, of course. We suddenly were told by Triptrych that 2K/GBX said it didn't recoup expenses and wouldn't be paying them any royalties, so there was not going be trickle down to us, obviously; seemed like the accounting changed magically, like some sort of fucking music industry deal you hear about. Well, at least we subsequently got giant raises to complete the DNF DLC and the two BL2 DLCs. Live and learn. But needless to say there's a few ex-Triptytch employees watching this closely, popcorn in hand. If they owe 3DR money, they owe Triptych money, I think, and therefore possibly me, money.


Levels were cut to pieces because their modified engine performed poorly on the consoles:

Quote

That engine ran on consoles like a fat guy up Everest. Some levels were cut into up to four parts (why many seemed oddly short) and still level loading times were terrible. Dead ends, side routes, any excess gameplay space that could be cut, was cut. :mellow:


When Brian Hook joined 3D Realms in February 2008, it "was health packs and 10 guns"

Quote

What I'm curious about is: before you guys got laid off, were the health regeneration and two-weapons limit implemented in the game?

"Yes. And yes, there was much argument and controversy over it, and in the end I don't think it was possible that there was a 'right' decision. People were going to argue that it was either "trying too hard to be modern" or they'd argue that it was "too old fashioned and way behind the times", so in the end I understand the decision to go to something more modern feeling since that's what today's players would understand. "


Quote

Based on people's comments here, my guess is that DNF turned out exactly how I thought it would given the way development wrapped up. My personal opinion is that the core game wasn't even close to shippable state when 3DR shut down the team, and that any resources GBX put into it should have been put into single player on the PC and aim for a great PC-only release as opposed to what we're seeing now on 3 platforms.

But due to the crazy relationships between TTWO, GBX, 3DR, and Triptych the above was likely never even an option.

Again, based solely on comments from people here, I'd say that what you see is a distorted view of what we were aiming for before the shut down. Major props to Triptych for managing to pull together what they did, but obviously with like 10 guys they weren't going to have the time/resources to really do anything but stitch together what already existed.

DNF is definitely a tough one to 'assign blame' to, because there are elements in the final version that were developed by people 10 years ago, and there are elements of it that were done by people 6 months ago. It's a patchwork of assets and code that span a decade, and the original vision keeper was not involved with the process at all AFAIK for the past year.

DNF was like a house. At one point, it was a set of blueprints and dreams, and then people started building it. And then for whatever reasons what was being built wasn't matching what the owners expected, so they tore parts of it down and started again. Repeat this over a decade.

The last couple teams then inherit a house that is done in bits and pieces, but it's too late to really start over, you have to make something that passes code and that can be sold because the builders are running out of money and time. The final team is told "Do what you can to make this pass building code, but you have no budget and no people and no time". They did the best they could given those constraints and that starting point.


This post has been edited by Mr. Tibbs: 26 November 2016 - 11:20 PM

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User is offline   NNC 

#2377

View PostJimmy Gnosis, on 26 November 2016 - 07:37 PM, said:

This is 100% demonstrably incorrect. 3D Realms quit production in 2009. Then some of the developers went rogue, and continued to develop it without Scott Miller and George Broussard. Say what you will about either of these men, but without their involvement it is not 3D Realms at that point. And that is why they chose the name Triptych. Triptych and Gearbox released a very different game than 3D Realms was planning to release, and I will say that while George Broussard may have never managed the game to a point where it would be released, he also never would have allowed what was released to go gold. It was not a Duke Nukem game, and it was re-written by two women who had no grasp of the character. Duke Nukem Forever was a mangled mess because of Triptych's rogue development where they clearly chopped the game up and Gearbox Software signed off on it. It was not the game 3D Realms intended to release. DEMONSTRABLY SO. Anyone who says otherwise is wrong and will be forever wrong.


During this "greatest fanservice" Gearbox also halted a much better release of the game by the EDuke32 team.


The whole Duke legacy belongs to people like Todd Replogle, Allen Blum, Richard Gray, Charlie Wiederhold, Chuck Jones etc. Broussard and Miller were just corporate men, who did nothing on the game but supervising and making money. So saying that 3DR stopped the development in the 10th month of the year means nothing. It's 3DR work for most part. Certainly Gearbox didn't add anything noteworthy to this game except for some arrogant comments by Pitchford. That didn't help, but let's not pretend it's not the work of people who had a job on it at 3DR. Besides, the game at least was released. If the IP still belongs to 3DR, we would still say release is coming soon.

The greatest fanservice as you got a new episode from original mappers and composer, and while there were/are flaws in it, most of them had been fixed already or planned in the near future. Even the price is not that steep now. Also the HTKKC was a planned Android port, as far as the screens looked, it wouldn't have the ambient occlusion, also I'm pretty sure it wouldn't have the new episode.

Also, it's the greatest fanservice for this franchise, because this is the first proper fanservice for it since The Birth episode. Yea, LameDuke was somewhat interesting, but it was a too early state of the game, aside from beta-Derelict, and some multi elevators there is nothing really interesting there.

Quote

and it was re-written by two women


Yea, let's emphasize on the real word of the sentence. WOMEN. Since women worked on it, it must suck.

This post has been edited by Nancsi: 27 November 2016 - 03:22 AM

-1

User is offline   Micky C 

  • Honored Donor

#2378

Thanks Mr Tibbs for compiling those comments. Is there some kind of repository of all this information? The history is actually quite interesting.

View PostJimmy Gnosis, on 26 November 2016 - 07:37 PM, said:

This is 100% demonstrably incorrect. 3D Realms quit production in 2009. Then some of the developers went rogue, and continued to develop it without Scott Miller and George Broussard. Say what you will about either of these men, but without their involvement it is not 3D Realms at that point. And that is why they chose the name Triptych. Triptych and Gearbox released a very different game than 3D Realms was planning to release, and I will say that while George Broussard may have never managed the game to a point where it would be released, he also never would have allowed what was released to go gold. It was not a Duke Nukem game, and it was re-written by two women who had no grasp of the character. Duke Nukem Forever was a mangled mess because of Triptych's rogue development where they clearly chopped the game up and Gearbox Software signed off on it. It was not the game 3D Realms intended to release. DEMONSTRABLY SO. Anyone who says otherwise is wrong and will be forever wrong.


During this "greatest fanservice" Gearbox also halted a much better release of the game by the EDuke32 team.




Let's also not forget that (IIRC) it was Triptych who decided to ultimately set Vegas during the day time, which had a massive detrimental on the tone, atmosphere, and visuals of that component of the game.

This post has been edited by Micky C: 27 November 2016 - 03:58 AM

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#2379

View PostMicky C, on 27 November 2016 - 03:57 AM, said:

Thanks Mr Tibbs for compiling those comments. Is there some kind of repository of all this information? The history is actually quite interesting.





Let's also not forget that (IIRC) it was Triptych who decided to ultimately set Vegas during the day time, which had a massive detrimental on the tone, atmosphere, and visuals of that component of the game.


iirc the demo reels and the trailers in 2009 when 3DR disbanded already had Vegas in daytime (more or less the same skybox as final). I think it had something to do with the dynamic lighting not working as well in outdoors night environment, but adding dynamic lighting to the engine just because Doom 3 did it is the real bad decision here. Anyone who wants to set their game in Vegas should be sane enough to know that Vegas is only Vegas at night.
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User is offline   Micky C 

  • Honored Donor

#2380

Hmm maybe you're right. I just remember it being really late in development.

IIRC (and I'm more confident about this), the reason was because Vegas at night had already been done in UE3 in games like Tom Clancy's Vegas and Vegas 2, and they wanted to set it apart. Either the devs or one of the PR guys described it as like "the morning after a terrible storm" or something along those lines. I'm fairly confident that they could have easily done most of the lighting with lightmaps, which would have had a detrimental impact on performance.
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User is offline   Mr. Tibbs 

#2381

View PostNancsi, on 27 November 2016 - 03:20 AM, said:

Yea, let's emphasize on the real word of the sentence. WOMEN. Since women worked on it, it must suck.

Context: When DNF came out, if you only listened to the critical reception, you would think that 3DR's main purpose was to communicate misogyny. What Baker reveals is that 3DR wasn't involved in creating the final story of the game. Some temp work by inexperienced writers, which maybe was not the best choice for a sequel people had been waiting for since 1996, was never replaced once the publisher was back on board and Gearbox bought the game.

This refutes that Gearbox put in tons of care to ship '3D Realms' game. That is simply not true.
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User is offline   Jimmy 

  • Let's go Brandon!

#2382

View PostNancsi, on 27 November 2016 - 03:20 AM, said:

The whole Duke legacy belongs to people like Todd Replogle, Allen Blum, Richard Gray, Charlie Wiederhold, Chuck Jones etc. Broussard and Miller were just corporate men, who did nothing on the game but supervising and making money.


Wrong. Wrong. Wrong. Wrong. Scott Miller did not have much involvement in development but to deny George Broussard's influence is exactly why no one will ever get a Duke Nukem game right again. No matter your opinion of him, Broussard has always understood what worked for the character and what worked for the players who were looking for a Duke Nukem game. All of the biggest negative changes occurred to the game after it was taken away from George. DNF's history is a story of standards. Broussard's DNF is what happens when standards are too high. Gearbox's DNF is what happens when standards are too low. George's management style may have never brought the game to completion but it also would have never shipped the game we got. That is fact.

View PostNancsi, on 27 November 2016 - 03:20 AM, said:

So saying that 3DR stopped the development in the 10th month of the year means nothing. It's 3DR work for most part. Certainly Gearbox didn't add anything noteworthy to this game except for some arrogant comments by Pitchford. That didn't help, but let's not pretend it's not the work of people who had a job on it at 3DR. Besides, the game at least was released. If the IP still belongs to 3DR, we would still say release is coming soon.


Because clearly you did not follow the history of the DNF 2009 Fallout closely. The game was like 60% done when 3DR asked for more money, publishers refused and they had to close their doors. When Triptych took over they cobbled together what they could from that 60% to make a "complete" game. Gearbox had no hand in development other than paying them peanuts. However they signed off on the "final" version of the game. Gearbox could have paid them to actually finish the game properly but they just had them wrap it up. I'd rather have no DNF than this franchise-killing turd.

View PostNancsi, on 27 November 2016 - 03:20 AM, said:

Also the HTKKC was a planned Android port, as far as the screens looked, it wouldn't have the ambient occlusion, also I'm pretty sure it wouldn't have the new episode.

I know what HTTKC was. I was a team member. I have played it. You don't know what you're talking about.

View PostNancsi, on 27 November 2016 - 03:20 AM, said:

Also, it's the greatest fanservice for this franchise, because this is the first proper fanservice for it since The Birth episode. Yea, LameDuke was somewhat interesting, but it was a too early state of the game, aside from beta-Derelict, and some multi elevators there is nothing really interesting there.

That's your opinion and I don't care about it.

View PostNancsi, on 27 November 2016 - 03:20 AM, said:

Yea, let's emphasize on the real word of the sentence. WOMEN. Since women worked on it, it must suck.

Nice projection. That's not what I said at all. They were women, what else should I refer to them as?

You're an arrogant dimwit Nancsi. You don't know shit.
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User is offline   ---- 

#2383

View PostJimmy Gnosis, on 27 November 2016 - 11:43 AM, said:

Wrong. Wrong. Wrong. Wrong. Scott Miller did not have much involvement in development but to deny George Broussard's influence is exactly why no one will ever get a Duke Nukem game right again. No matter your opinion of him, Broussard has always understood what worked for the character and what worked for the players who were looking for a Duke Nukem game.



This. It is often underestimated what the creative head behind a product achieves.
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User is offline   Jimmy 

  • Let's go Brandon!

#2384

It achieves consistency and quality. DNF is a mangled mess because shipping was the chief goal, not consistency or quality.

Also the Vegas daytime change occurred after Triptych took over. Just go watch the 2009 leaks, you can see the Battlelord battle at least still took place at night.
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User is offline   HulkNukem 

#2385

View PostMicky C, on 27 November 2016 - 04:19 AM, said:

IIRC (and I'm more confident about this), the reason was because Vegas at night had already been done in UE3 in games like Tom Clancy's Vegas and Vegas 2, and they wanted to set it apart. Either the devs or one of the PR guys described it as like "the morning after a terrible storm" or something along those lines. I'm fairly confident that they could have easily done most of the lighting with lightmaps, which would have had a detrimental impact on performance.


That was the excuse they gave that nighttime Vegas is overdone in media, however that is when Vegas is at it's absolute best, so the engine not handling the lighting is the more likely reason.
They mentioned it being overdone before the game came out and the engine not being able to handle it was mentioned sometime after IIRC

If they truly thought it was overdone, they could've had the battle through the strip at night and then when you are going up to the Duke Burger/Stratosphere then set it at day so you can see the whole daytime skybox.

This post has been edited by HulkNukem: 27 November 2016 - 12:22 PM

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User is offline   brullov 

  • Senior Artist at TGK

#2386

View PostJimmy Gnosis, on 27 November 2016 - 11:43 AM, said:

I know what HTTKC was. I was a team member. I have played it. You don't know what you're talking about.


I wish I could play HTTKC on my phone, it's sad that I had no opportunity even to see how it works.
1

User is offline   Jimmy 

  • Let's go Brandon!

#2387

Its a damn shame and a disservice to fans that it will probably never be released in its full form. The work that the team did was incredible and all those guys deserve a lot of credit. I just contributed a few minor graphics, those guys pulled off some really great stuff.
1

#2388

View PostJimmy Gnosis, on 27 November 2016 - 12:08 PM, said:

It achieves consistency and quality. DNF is a mangled mess because shipping was the chief goal, not consistency or quality.

Also the Vegas daytime change occurred after Triptych took over. Just go watch the 2009 leaks, you can see the Battlelord battle at least still took place at night.


Can confirm the Battlelord battle taking place at night, however, take note that there's 2 other Vegas clips that take place in daytime as well as the Mothership battle still having the final's skybox. All footage shown in the leaks are consistent with the leaked plot diagram; Mothership battle taking place in the early evening, Casino and Vegas Streets at night, and the rest of Vegas being in daytime. In the final, the skybox is messed up in some places: the intro with the twins is in the afternoon/early evening, the talk show part had a night sky (when the fangirls are cheering outside), some parts of the casino switches between day and night, and then rest are all the same daytime. It's a shame that even if 3DR finished that version, there's still less night-time Vegas than the pre-2007 ones which had night time Vegas from the Casino up until the Stratosfear/Duke Burger.

Also, the leaked gameplay already had the console controls layout and probably the 2-weapons limit as well unlike what was shown in the Jace Hall Show with the HL2-style HUD. I wonder what's up?
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User is offline   Outtagum 

#2389

View PostMr. Tibbs, on 26 November 2016 - 11:06 PM, said:

Quote

they have the power and freedom to hire actual popular, professional and proven funny people like Anthony Burch



:mellow:
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User is offline   Shaq Fu 

#2390

View PostJimmy Gnosis, on 26 November 2016 - 07:37 PM, said:

This is 100% demonstrably incorrect. 3D Realms quit production in 2009. Then some of the developers went rogue, and continued to develop it without Scott Miller and George Broussard. Say what you will about either of these men, but without their involvement it is not 3D Realms at that point. And that is why they chose the name Triptych. Triptych and Gearbox released a very different game than 3D Realms was planning to release


Posted Image

But I thought George was involved with Triptych.
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User is offline   HiPolyBash 

#2391

He wasn't, he had to sign off on their final single player build to avoid the lawsuit from Take-Two. Aside from viewing what Triptych had put together to technically qualify as a completed game he wasn't involved.
3

User is offline   Jimmy 

  • Let's go Brandon!

#2392

View PostShaq Fu, on 27 November 2016 - 08:31 PM, said:

But I thought George was involved with Triptych.

He no longer managed development. He was merely an actor after 3DR fell, probably for legal reasons like HiPolyBash said.

Don't forget that the hope was Triptych's work would inspire the publisher to fund full development (and everyone would get their jobs back.) That's not how it worked out exactly.

This post has been edited by Jimmy Gnosis: 27 November 2016 - 11:50 PM

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User is offline   Shaq Fu 

#2393

View PostJimmy Gnosis, on 27 November 2016 - 11:45 PM, said:

He no longer managed development. He was merely an actor after 3DR fell, probably for legal reasons like HiPolyBash said.

Don't forget that the hope was Triptych's work would inspire the publisher to fund full development (and everyone would get their jobs back.) That's not how it worked out exactly.


Damn.
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User is offline   Micky C 

  • Honored Donor

#2394

View PostJimmy Gnosis, on 27 November 2016 - 11:43 AM, said:

Gearbox had no hand in development other than paying them peanuts.



Wow seriously? I mean it wouldn't surprise me in the slightest if it turned out Randy was lying about that man-hours thing, but do we have any sources to back up that they didn't add anyone else of note to work on the game?
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User is offline   NNC 

#2395

View PostJimmy Gnosis, on 27 November 2016 - 11:43 AM, said:

Wrong. Wrong. Wrong. Wrong. Scott Miller did not have much involvement in development but to deny George Broussard's influence is exactly why no one will ever get a Duke Nukem game right again. No matter your opinion of him, Broussard has always understood what worked for the character and what worked for the players who were looking for a Duke Nukem game. All of the biggest negative changes occurred to the game after it was taken away from George. DNF's history is a story of standards. Broussard's DNF is what happens when standards are too high. Gearbox's DNF is what happens when standards are too low. George's management style may have never brought the game to completion but it also would have never shipped the game we got. That is fact.


Broussard might have high standards (I don't think so, he was more like a man, who was utterly clueless why one of the many games he produced became good), but the exec is not only there to have high standards. He is there to hire competent people to work with, and pay them among others. Many people even on this forum understand what works for the character, and what doesn't, but that doesn't makes someone a competent producer and game designer. He utterly failed with DNF, wrong decisions, restarts after restarts, false promises and arrogant statements in the media. DNF wasn't the only title where he failed. Shadow Warrior was the other one. I love and appreciate the game, but it's a textbook example how to ruin something that should have been better than the popular title. The "dickweed" as Levelord rightfully stated managed to lose all the competent designers and hired hacks to finish the game, and it showed.

And your comment about "what worked for the players" was an utter nonsense. What works for players? Making fake teasers and trailers (confirmed many times by insiders), restarting every time and abandoning the legacy of the game which accidentally worked? Many people said here that WT wasn't a fanservice. Then tell me, what was? What did 3DRealms and Broussard did in 12 years to show some respect to the players?

Also, the negative changes of the game in your statement is fundamentally wrong. DNF would have been a failure even if it was finished and released in 2009. Simply put, not attractive graphics (no, I'm not talking about the day or night Vegas, but the game design in general), overly linear gameplay, bad puzzles, bad jokes, and above all, it was behind it's time. Even if everything else was OK, DNF would have failed, because it had been released years later than it should have been. Gearbox didn't help, but this wasn't their game, no matter what you say.

And finally, your last statement is wrong. Let's assume the game was cancelled in 2009, 7 years ago. This forum and this community would be already dead by now, no new projects or hopes for a better game in the future. At least we got something, and some people might actually liked it. At least, now the franchise is not ridiculed by a planned vaporware, but is considered semi alive, and we are waiting for something new in December. Half full and half empty approach, you and your upvoters seems to be in the latter camp.


Quote

I know what HTTKC was. I was a team member. I have played it. You don't know what you're talking about.


My knowledge about this project is limited. All I learnt it was a planned Android release, with the 4 original episodes and the 3 expansions. If this is the case, we compare apples with oranges. WT wasn't made for Android phones, and it's selling point was a new episode. Honestly seeing 8 levels by Blum and Levelord along with Jackson music worth 20 bucks for me. Even if I have to pretend there are no lazy flaws in it. Again, the half empty, half full.

Quote

Nice projection. That's not what I said at all. They were women, what else should I refer to them as?


This is exactly what you said: "it was re-written by two women who had no grasp of the character."

The two women might not had grasp of the character, but not because they are women. It's like saying, "it was rewritten by two jews who had no grasp etc etc". You need to grow up Blitz, it's still a long way to go.

This post has been edited by Nancsi: 28 November 2016 - 09:18 AM

-4

User is offline   MusicallyInspired 

  • The Sarien Encounter

#2396

View PostNancsi, on 28 November 2016 - 09:14 AM, said:

This is exactly what you said: "it was re-written by two women who had no grasp of the character."

The two women might not had grasp of the character, but not because they are women. It's like saying, "it was rewritten by two jews who had no grasp etc etc". You need to grow up Blitz, it's still a long way to go.


He never said it was because they were women. Where are you getting that?
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#2397

View PostNancsi, on 28 November 2016 - 09:14 AM, said:

Broussard might have high standards (I don't think so, he was more like a man, who was utterly clueless why one of the many games he produced became good) ...


Reading what he said about Duke's character made me think otherwise.

But I agree, that he lost track after the success of DN3D. That doesn't change what he achieved for that game.

This post has been edited by fuegerstef: 28 November 2016 - 11:25 AM

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#2398

View PostMusicallyInspired, on 28 November 2016 - 09:30 AM, said:

He never said it was because they were women. Where are you getting that?


You don't have to say that directly. It was just the emphasis what was wrong. It's irrelevant if they were men or women. If those women were wifes or daughters or aunts or whatever of executives, that deserves an emphasis.

This post has been edited by Nancsi: 28 November 2016 - 11:39 AM

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  • The Sarien Encounter

#2399

Like I said, that's not how he said it. It could have been two guys and he'd have said "written by two guys with no grasp." It could have been two pilots and he'd have said "written by two pilots with no grasp." He literally was not meaning anything by saying "two women" other than they were the ones who did the writing. You're seeing misogyny when it isn't there. Take off your SJW-tinted glasses.

This post has been edited by MusicallyInspired: 28 November 2016 - 12:43 PM

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#2400

View PostNancsi, on 28 November 2016 - 09:14 AM, said:

And your comment about "what worked for the players" was an utter nonsense. What works for players? Making fake teasers and trailers (confirmed many times by insiders), restarting every time and abandoning the legacy of the game which accidentally worked? Many people said here that WT wasn't a fanservice. Then tell me, what was? What did 3DRealms and Broussard did in 12 years to show some respect to the players?

Wrongggggggggggggggggggg. Charlie Wiederhold and Frederik Schreiber have both confirmed that NONE of the teasers or trailers were fake, the majority of the content of every piece of media released has been playable with the few pieces not playable scripted for trailers as a target of what to expect which is normal practice in game development. Check yo facts then check yo privilege.

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