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Duke Nukem Forever
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==Development== {{main|Development of Duke Nukem Forever}} === Announcement === In 1996, 3D Realms released ''[[Duke Nukem 3D]]''. Set apart from other first-person shooter games by its adult humor and interactive world, it received acclaim and sold around 3.5 million copies.<ref name="Thompson-2009">{{Cite magazine |last=Thompson |first=Clive |date=1 December 2009 |title=Learn to let go: how success killed Duke Nukem |url=https://www.wired.com/2009/12/fail-duke-nukem/ |access-date=2022-02-26 |magazine=[[Wired (magazine)|Wired]] |language=en-US |volume=18 |issue=1 |issn=1059-1028}}</ref> The 3D Realms co-founder [[George Broussard]] announced the sequel, ''Duke Nukem Forever'', on April 27, 1997,<ref>{{Cite web |last=Liang |first=Lu-Hai |date=2022-08-09 |title=Duke Nukem Forever Had More Advanced Graphics Until It Launched, Modders Discover |url=https://www.thegamer.com/duke-nukem-forever-once-had-more-advanced-graphics/ |access-date=2022-08-15 |website=TheGamer |language=en-US |archive-date=August 15, 2022 |archive-url=https://web.archive.org/web/20220815203114/https://www.thegamer.com/duke-nukem-forever-once-had-more-advanced-graphics/ |url-status=live }}</ref> which he expected to be released by Christmas 1998. It was widely anticipated.<ref name="Thompson-2009" /> The 3D Realms co-founder [[Scott Miller (entrepreneur)|Scott Miller]] said the ''Duke Nukem'' franchise would last for decades across many iterations, like ''[[James Bond]]'' or ''[[Mario (franchise)|Mario]]''.<ref name="Thompson-2009" /> Broussard and Miller funded ''Duke Nukem Forever'' using the profits from ''Duke Nukem 3D'' and other games. They gave the marketing and publishing rights to [[GT Interactive]], taking only a $400,000 advance.<ref name="Thompson-2009" /> 3D Realms also began developing a 2D version of ''Duke Nukem'' ''Forever,'' which was canceled due to the rising popularity of 3D games.<ref name="atdec27">{{cite web |author=Cunningham |first=Andrew |date=December 27, 2022 |title=Leaker posts an early, canceled 2D version of the infamous ''Duke Nukem Forever'' |url=https://arstechnica.com/gaming/2022/12/leaker-posts-an-early-canceled-2d-version-of-the-infamous-duke-nukem-forever/ |accessdate=December 27, 2022 |work=[[Ars Technica]] |archive-date=December 27, 2022 |archive-url=https://web.archive.org/web/20221227183119/https://arstechnica.com/gaming/2022/12/leaker-posts-an-early-canceled-2d-version-of-the-infamous-duke-nukem-forever/ |url-status=live }}</ref> === Engine changes and delays === Rather than create a new [[game engine]], 3D Realms began development using [[id Software]]'s [[Quake II engine|''Quake II'' engine]].<ref name="Thompson-2009" /> They demonstrated the first ''Duke Nukem Forever'' trailer at the [[E3]] convention in May 1998. Critics were impressed by its cinematic presentation and action scenes, with combat on a moving truck.<ref name="Thompson-2009" /> According to staff, Broussard became obsessed with incorporating new technology and features from competing games and could not bear for ''Duke Nukem Forever'' to be perceived as outdated.<ref name="Thompson-2009" /> Weeks after E3, he announced that 3D Realms had switched to [[Unreal Engine]], a new engine with better rendering capabilities for large spaces, requiring a reboot of the project.<ref name="Thompson-2009" /> In 1999, they switched engines again, to a newer version of Unreal Engine.<ref name="Thompson-2009" /> By 2000, ''Duke Nukem Forever'' was still far from complete. A developer who joined that year described it as a series of chaotic [[Tech demo|tech demos]], and the staff felt that Broussard had no fixed idea of what the final game would be.<ref name="Thompson-2009" /> As the success of ''Duke Nukem 3D'' meant that 3D Realms did not require external funding, they lacked deadlines or financial pressure that could have driven the project. Broussard became defiant in response to questions from fans and journalists, saying it would be released "when it's done".<ref name="Thompson-2009" /> In December 2000, the rights to publish ''Duke Nukem Forever'' were purchased by [[Take-Two Interactive]], which hoped to release it the following year.<ref>{{Cite web |last= |first= |date=2000-12-06 |title=Duke Nukem Eventually |url=https://www.ign.com/articles/2000/12/06/duke-nukem-eventually |access-date=2022-06-12 |website=[[IGN]] |language=en |archive-date=June 12, 2022 |archive-url=https://web.archive.org/web/20220612110332/https://www.ign.com/articles/2000/12/06/duke-nukem-eventually |url-status=live }}</ref> By 2001, ''Duke Nukem Forever'' was being cited as a high-profile case of [[vaporware]], and ''[[Wired (magazine)|Wired]]'' gave it the "vaporware of the year" award.<ref>{{Cite magazine |last=Kohler |first=Chris |date=4 June 2011 |title=Duke Nukem ends 12-year reign as vaporware king |language=en-US |magazine=[[Wired (magazine)|Wired]] |url=https://www.wired.com/2011/06/duke-nukem-vaporware/ |access-date=2022-02-27 |issn=1059-1028}}</ref> At E3 2001, 3D Realms released another trailer, the first public view of ''Duke Nukem Forever'' in three years. It received a positive response, and the team was elated, feeling that they were ahead of their competitors. However, Broussard still failed to present a vision for a final product. One employee felt that Miller and Broussard were developing "with a 1995 mentality", with a team much smaller than other major games of the time. By 2003, only 18 people were working on ''Duke Nukem Forever'' full time.<ref name="Thompson-2009" /> In a 2006 presentation, Broussard told a journalist the team had "fucked up" and had restarted development.<ref name="Thompson-2009" /> By August 2006, around half the team had left, frustrated by the lack of progress.<ref name="Thompson-2009" /> According to Miller, the Canadian studio [[Digital Extremes]] was willing to take over the project in 2004, but the proposal was rejected by others at 3D Realms. Miller later described this as a "fatal suicide shot".<ref name="Wilde-2022">{{Cite news |author1=Wilde |first=Tyler |date=2022-05-11 |title=Former 3D Realms owners clash over Duke Nukem Forever blame |language=en |work=PC Gamer |url=https://www.pcgamer.com/former-3d-realms-owners-blame-each-other-for-losing-duke-nukem-forever/ |access-date=2022-05-12 |archive-date=May 11, 2022 |archive-url=https://web.archive.org/web/20220511163144/https://www.pcgamer.com/former-3d-realms-owners-blame-each-other-for-losing-duke-nukem-forever/ |url-status=live }}</ref> In 2007, 3D Realms hired Raphael van Lierop as the new creative director. He was impressed by the game and felt it could be finished within a year, but Broussard disagreed.<ref name="Thompson-2009" /> 3D Realms hired aggressively to expand the team to about 35 people. Brian Hook, the new creative lead, became the first employee to push back against Broussard.<ref name="Thompson-2009" /> === Layoffs and Gearbox takeover === In 2009, with 3D Realms having exhausted its capital, Miller and Broussard asked Take-Two for $6 million to finish the game.<ref name="Thompson-2009" /> After no agreement was reached, Broussard and Miller laid off the team and ceased development.<ref name="Thompson-2009" /> A small team of ex-employees, which later became Triptych Games, continued development from their homes.<ref>{{cite web|last=e |title=Show 373: Another one without Major Nelson |url=http://majornelson.com/2010/10/12/show-373-another-one-without-major-nelson/ |work=Major Nelson Podcast |access-date=January 11, 2013 |date=October 12, 2010 |url-status=live |archive-url=https://web.archive.org/web/20130116171916/http://majornelson.com/2010/10/12/show-373-another-one-without-major-nelson/ |archive-date=January 16, 2013 }}</ref> In September 2010, [[Gearbox Software]] announced that it had bought the ''Duke Nukem'' intellectual property from 3D Realms and would continue development of ''Duke Nukem Forever.''<ref name="GameSpot-2010">{{Cite web |date=7 September 2010 |title=Gearbox acquires ''Duke Nukem'' IP |url=https://www.gamespot.com/articles/gearbox-acquires-duke-nukem-ip/1100-6275307/ |access-date=2022-02-26 |website=[[GameSpot]] |language=en-US |archive-date=February 5, 2022 |archive-url=https://web.archive.org/web/20220205115531/https://www.gamespot.com/articles/gearbox-acquires-duke-nukem-ip/1100-6275307/ |url-status=live }}</ref> The Gearbox team included several members of the 3D Realms team, but not Broussard.<ref name="GameSpot-2010" /> On May 24, 2011, Gearbox announced that ''Duke Nukem Forever'' had "[[Golden master|gone gold]]" after 15 years.<ref>{{Cite web |last=Purchese |first=Robert |date=2011-05-24 |title=''Duke Nukem Forever'' goes gold |url=https://www.eurogamer.net/articles/2011-05-24-duke-nukem-forever-goes-gold |access-date=2022-02-27 |website=[[Eurogamer]] |language=en |archive-date=February 27, 2022 |archive-url=https://web.archive.org/web/20220227125831/https://www.eurogamer.net/articles/2011-05-24-duke-nukem-forever-goes-gold |url-status=live }}</ref> It holds the [[Guinness world record]] for the longest development for a video game, at 14 years and 44 days,<ref>{{cite web |title=Longest development period for a videogame |url=http://www.guinnessworldrecords.com/world-records/most-protracted-game-development |access-date=5 May 2018 |website=[[Guinness World Records]] |date=June 10, 2011 |archive-date=May 6, 2018 |archive-url=https://web.archive.org/web/20180506041248/http://www.guinnessworldrecords.com/world-records/most-protracted-game-development |url-status=live }}</ref> <!--ABOUT GUINNESS: This is not the same Guinness world record as the one held by Clockwork Aquario, which was not in continuous development. As of September 2024, Guinness has not updated its record β so DNF still holds the Guinness world record, despite other games exceeding this period-->though this period was exceeded in 2022 by ''[[Beyond Good and Evil 2]]'' and in 2024 by ''Kien''.<ref>{{Cite news |last=Wolens |first=Joshua |date=2022-10-03 |title=''Beyond Good and Evil 2'' has broken ''Duke Nukem Forever'''s record for longest game development time |language=en |work=[[PC Gamer]] |url=https://www.pcgamer.com/beyond-good-and-evil-2-has-broken-duke-nukem-forevers-record-for-longest-game-development-time/ |access-date=2022-10-04 |archive-date=October 4, 2022 |archive-url=https://web.archive.org/web/20221004183755/https://www.pcgamer.com/beyond-good-and-evil-2-has-broken-duke-nukem-forevers-record-for-longest-game-development-time/ |url-status=live }}</ref><ref>{{Cite news |last=Hernandez |first=Patricia |date=2024-07-04 |title=Kien, the most-delayed video game in history, released after 22 years |url=https://www.theguardian.com/games/article/2024/jul/04/kein-the-most-delayed-video-game-in-history-released-after-22-years |access-date=2024-09-09 |work=[[The Guardian]] |language=en-GB |issn=0261-3077}}</ref> In 2022, Miller released a blog post on the Apogee website about 3D Realms' failure to complete ''Duke Nukem Forever''. He attributed it to understaffing, repeated engine changes and a lack of planning.<ref name="Wilde-2022" /> On [[Twitter]], Broussard responded that Miller's claims were "nonsense", described him as manipulative and narcissistic, and accused him of blaming others. He blamed Miller for the loss of 3D Realms and the ''Duke Nukem'' intellectual property.<ref name="Wilde-2022" />
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