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Learn to Let Go: How Success Killed Duke Nukem
http://www.truecombatelite.com/forums/viewtopic.php?f=34&t=1999
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Author:  $omator [ Sat Dec 26, 2009 3:12 pm ]
Post subject:  Learn to Let Go: How Success Killed Duke Nukem

http://www.wired.com/magazine/2009/12/fail_duke_nukem/

Author:  $omator [ Sat Dec 26, 2009 3:16 pm ]
Post subject: 

also you might like this movie:
http://www.imdb.com/video/wab/vi82510361/

Author:  gonzo|Uncle Bionic [ Sat Dec 26, 2009 3:43 pm ]
Post subject: 

It is coming! Just like TC:E 0.50!
:o
:lol:

Author:  $omator [ Sat Dec 26, 2009 4:08 pm ]
Post subject: 

Quote:
Other game developers envied the freedom that Broussard and Miller had, at least at first. Developers and their publishers, indeed, are often at war. It’s like many suits-versus-creatives relationships: Developers want to make their product superb, and the publishers just want it on the shelves as soon as possible. If the game starts getting delayed, it’s the publisher that cracks the whip. Broussard and Miller were free to thumb their noses at this entire system. Indeed, they even posted gleeful rants online about the evil of publishers and their deadlines. “When it’s done” became their defiant reply whenever someone asked when Duke Nukem Forever would be finished. They even criticized their publisher viciously in public. In 2003, Take-Two CEO Jeffrey Lapin complained to analysts that Duke Nukem Forever was so late he had begun writing it off as a loss, and he predicted it wouldn’t be out anytime soon. Broussard erupted. “Take-Two needs to STFU,” he hissed in a dicussion-board posting, using the well-known shorthand for “shut the *i-need-a-broader-vocab* up.” “We don’t want Take-Two saying stupid-ass things in public for the sole purposes of helping their stock,” Broussard continued. “It’s our time and our money we are spending on the game. So either we’re absolutely stupid and clueless, or we believe in what we are working on.”

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