WEBVTT - The Duke Nukem Forever Saga

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<v Speaker 1>Brought to you by the reinvented two thousand twelve Camray.

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<v Speaker 1>It's ready. Are you get in touch with technology? With

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<v Speaker 1>tech Stuff from how stuff works dot com. Hello again, everyone,

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<v Speaker 1>Welcome to tech stuff. My name is Chris Poulette, and

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<v Speaker 1>I am an editor at how stuff works dot com,

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<v Speaker 1>sitting across from me as usual as senior writer Jonathan Strickland.

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<v Speaker 1>Then let's head on down into that cellar and carve

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<v Speaker 1>ourselves a witch. Okay, then today we're going to talk

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<v Speaker 1>about something that's received a lot of press over the

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<v Speaker 1>years and a lot of ridicule um, some of which

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<v Speaker 1>I mean I couldn't argue. I think it was justified. Uh,

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<v Speaker 1>we're going to talk about the saga of Duke Newcomb Forever. Ah. Yes,

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<v Speaker 1>for those of you who are unfamiliar, Duke Newcomb is

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<v Speaker 1>an h An action video game superstar. Yeah. Uh and uh,

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<v Speaker 1>you know, I would guess you would call it a

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<v Speaker 1>first person shooter. Well, yeah, let's let's let's go back

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<v Speaker 1>and set the scene a little bit before we get

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<v Speaker 1>into the first person shooter apart, because lucle the history

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<v Speaker 1>actually stretches back before the first person shooter genre. Really. Yes,

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<v Speaker 1>all right, First of all, before we even go into

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<v Speaker 1>this at all, Wired has reported that the typical development

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<v Speaker 1>cycle for a video game is two to four years. Yes,

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<v Speaker 1>so it can take between two and four years to

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<v Speaker 1>develop a typical video game. And that's uh. That was

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<v Speaker 1>a recent article, so I think that would go for

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<v Speaker 1>today's video games. So keep that in mind. Two to

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<v Speaker 1>four years, all right. This story starts really with a

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<v Speaker 1>pair of friends, Scott Miller and George Brossard. Scott Miller

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<v Speaker 1>was a are still is, and Scott Miller started programming

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<v Speaker 1>back in building video games all the way back in.

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<v Speaker 1>One of the first ones he wrote is called Beyond

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<v Speaker 1>the Titanic, which is now freeware. You can actually go

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<v Speaker 1>and download it. It's a text based game, sort of

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<v Speaker 1>like the old Zorki games. I love those games me too,

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<v Speaker 1>and I really enjoyed this as well. So Beyond the Titanic,

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<v Speaker 1>if you do a search for it, you can actually

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<v Speaker 1>play one of Scott Miller's first games. See. Miller came

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<v Speaker 1>up with a brilliant idea. He thought, why not find

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<v Speaker 1>a way to get people interested in a computer game

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<v Speaker 1>by releasing part of the game for free and then

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<v Speaker 1>in order to unlock the whole game, you have to pay,

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<v Speaker 1>which is the shareware based model. Okay. So he came

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<v Speaker 1>up with this idea and he founded a company called

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<v Speaker 1>APAG Software Limited. So this was back in. Apage was

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<v Speaker 1>kind of a part time business for for Scott and

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<v Speaker 1>then in he quit his job and concentrated on Appa

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<v Speaker 1>G full time. And uh and Bissard George Bissard was

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<v Speaker 1>a a co founder. He was also interested in this

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<v Speaker 1>and um he joined on with Scott Miller. So July one, nineteen,

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<v Speaker 1>the first Duke Newcomb game came out. That's Duke Newcomb

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<v Speaker 1>one point oh right. Back then it was a side

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<v Speaker 1>scroller game. Yes, so so not a first person shooters,

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<v Speaker 1>side schooler side scrollers like the old Super Mario Brothers games,

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<v Speaker 1>you know, not like a platformer. A platform er exactly,

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<v Speaker 1>it was. It was innovative because your character could go left, right, up,

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<v Speaker 1>or down. The screen would scroll in all four directions,

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<v Speaker 1>so you weren't forced in a single direction like you know,

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<v Speaker 1>like the old Super Mario game. You start going to

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<v Speaker 1>the right, you could never backtrack to the left. Yeah,

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<v Speaker 1>there are a number of games I've played like that.

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<v Speaker 1>It's very frustrating if you feel like you could catch

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<v Speaker 1>that extra power up and you know it too late, right, Yeah,

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<v Speaker 1>you ran a little too far and now you can't

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<v Speaker 1>get that one up on the first level Super Mario Brothers.

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<v Speaker 1>Not that I'm better anyway. So uh So that was

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<v Speaker 1>the first game in the Duke Newcomb series and introduced

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<v Speaker 1>this kind of Schwarzenegger type hero, although back then a

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<v Speaker 1>very primitive. Again, it's just a side scroller in a

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<v Speaker 1>white justice, very good side scroller, but it was not

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<v Speaker 1>a first person shooter. I was gonna say. It was

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<v Speaker 1>just sort of a two bit character, except he was

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<v Speaker 1>more than two bits, like eight. He was definitely a

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<v Speaker 1>two dimensional definitely. But the game had some cheat codes

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<v Speaker 1>in it and other stuff they got built into later

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<v Speaker 1>Duke nukemb games. So that was July first nine, and

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<v Speaker 1>by November one, Duke Newcomb two point I was released. Um,

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<v Speaker 1>and then we're going to skip ahead too. May five,

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<v Speaker 1>a new game developed by i D Software hits. Do

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<v Speaker 1>you know what this one was? It involved shooting Nazis.

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<v Speaker 1>It's that wolf Stein. Yes, Wolfenstein. Um, Wolfenstein three D

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<v Speaker 1>comes out. Now Appog wasn't just a game developer, they

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<v Speaker 1>were also a game public sure. So this game was

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<v Speaker 1>developed by i D software. I always said that was it. Yeah,

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<v Speaker 1>it's probably it. I've always I you know what, I

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<v Speaker 1>have always called it it. And I got to this

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<v Speaker 1>and I was like, I'm just gonna say i D

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<v Speaker 1>just in case it software, We'll go with it. So

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<v Speaker 1>it created Wolfenstein three D. APPAG published it, and this

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<v Speaker 1>started off the whole first person shooter craze. Really, I mean,

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<v Speaker 1>it was the first one to really get attention on

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<v Speaker 1>the BC. So December three Duke Newcomb two comes out

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<v Speaker 1>and it's still a side scrolling game, but the property

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<v Speaker 1>is still going strong, and in Appog creates a new

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<v Speaker 1>brand called three D Realms. Now, the idea back then

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<v Speaker 1>was that appog was publishing all these different styles of games,

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<v Speaker 1>and they thought if they could create a brand specific

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<v Speaker 1>to each style of game, it would make it easier

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<v Speaker 1>to identify. So three D Realms would have gone with

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<v Speaker 1>all the three D environment games, mostly first person shooters. Uh.

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<v Speaker 1>It turned out that eventually three D Realms became the

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<v Speaker 1>unofficial name for the company, that the legal name was

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<v Speaker 1>still APAG Software Limited, where everyone knew of them as

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<v Speaker 1>three D Realms, mostly because the first person shooter I

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<v Speaker 1>think pretty much took off and the other honors kind

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<v Speaker 1>of died down. So January twenty nine, nineteen n Duke

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<v Speaker 1>Newcomb three D hits It Goes Gold. This was the

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<v Speaker 1>game that that really took the world by storm. Uh.

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<v Speaker 1>It was incredibly successful, so successful that it flooded three

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<v Speaker 1>D realms coffers with filthy, filthy lucre. In other words,

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<v Speaker 1>it made him rich. Yeah, they made that some money

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<v Speaker 1>off Duke Newcomb three D. A lot of people just

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<v Speaker 1>thought the game was a lot of fun as a

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<v Speaker 1>first person shooter, had a lot of snarky comments, and

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<v Speaker 1>it mostly culled from the Army of Darkness and evil

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<v Speaker 1>ed movies. Uh, you could easily imagine Bruce Campbell. Actually

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<v Speaker 1>is easy to imagine Bruce Cambell saying these things because

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<v Speaker 1>he has said them. But your character would say things

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<v Speaker 1>like come get some and groovy and all that kind

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<v Speaker 1>of stuff, which pretty much came straight from those movies. Um. Yeah,

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<v Speaker 1>I'll have to take your word for it because I'm

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<v Speaker 1>not much into the first person shooter top games. I

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<v Speaker 1>played played it so many hours of Nukem three D. Now.

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<v Speaker 1>It was based off a The The engine that used

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<v Speaker 1>was called build it was It was developed in House

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<v Speaker 1>by three D Realms. Yeah, and there were very very

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<v Speaker 1>few people I I understand who built the original game,

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<v Speaker 1>very very small team of people who created it. Yeah.

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<v Speaker 1>This was back before you had to have enormous teams

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<v Speaker 1>to build a video game. I mean, today you'll hear

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<v Speaker 1>weird reports of I think I once heard that Grand

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<v Speaker 1>Theft Auto four cost an insane amount of money to develop,

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<v Speaker 1>Like we're talking like a hundred million dollars to develop.

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<v Speaker 1>I don't believe that necessarily, but it's kind of indicative

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<v Speaker 1>of how video game development has has spiraled into this

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<v Speaker 1>enormous thing when back in the day it was a

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<v Speaker 1>much smaller uh task. So uh yeah. So the game

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<v Speaker 1>comes out in ninety six, it's a huge success. Three

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<v Speaker 1>D Realms ends up getting really really rich off of it,

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<v Speaker 1>um Brossard and Miller in particular, and they weren't doing

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<v Speaker 1>poorly too before that. It's just that Duke NUKEMB really Yeah.

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<v Speaker 1>And then um some patches and mods come out over

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<v Speaker 1>the next few years for Duke NUKEMB three D which

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<v Speaker 1>allow you to alter the game. I've actually played a few.

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<v Speaker 1>I remember getting a mod for Duke NUKEMB three D

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<v Speaker 1>that created a whole new levels that were not designed

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<v Speaker 1>by three D Realms. Other people have designed these and

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<v Speaker 1>then uploaded them, and then you could download them and

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<v Speaker 1>as long as you had the basic game, you could

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<v Speaker 1>play the moded levels. Um. You also could play on

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<v Speaker 1>a local area network against other players, which to me

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<v Speaker 1>was phenomenal. I remember the first two games I ever

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<v Speaker 1>did that with were Duke Nukemb three D and Descent,

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<v Speaker 1>which was the three dimensional spaceship game where you you

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<v Speaker 1>could move in three different planes right, you could go up, down, left, right,

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<v Speaker 1>actually you know you do the X, y and z

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<v Speaker 1>axes anyway, So really popular game. Three D Realms diad

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<v Speaker 1>what would come back to hunt them multiple times over

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<v Speaker 1>the next few years. They announced officially the development of

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<v Speaker 1>a game called Duke Newcombe Forever. It was at this

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<v Speaker 1>point where Brossard had decided that because the first Duke

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<v Speaker 1>Newcomb game three D game was such a huge success, uh,

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<v Speaker 1>he was not going to cut any corners in developing

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<v Speaker 1>Duke Nukem Forever. And that was a decision that would

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<v Speaker 1>hunt many people for many years. Yep um. Both Jonathan

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<v Speaker 1>and I had consulted an article that ran and wired

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<v Speaker 1>um in December two thousand nine by Clive Thompson. It's

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<v Speaker 1>a really, really awesome article. If you're interested in this topic,

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<v Speaker 1>you should definitely go check it out. But from from

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<v Speaker 1>everything I read, especially in that article, UM, it appears

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<v Speaker 1>that he is the consummate perfectionist. He wants everything to

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<v Speaker 1>be just so um and to a fault. And the

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<v Speaker 1>problem with that in the video game world is that

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<v Speaker 1>as you're developing a game, other companies are developing new engines,

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<v Speaker 1>and a new engine will come out that will make

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<v Speaker 1>your game look primitive in comparison. And so Broussard hated this.

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<v Speaker 1>Like back back when they were developing Duke Nukem three D,

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<v Speaker 1>they were on the cutting edge, right, And then what

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<v Speaker 1>happened was when they went to Duke Nukem Forever, Broussard

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<v Speaker 1>made a judgment call. He decided that it would be

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<v Speaker 1>faster and more efficient and more cost effective if they

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<v Speaker 1>licensed the game engine uh instead of trying to build

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<v Speaker 1>a brand new one. Because the build game engine was

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<v Speaker 1>showing signs of being out of date renew they were

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<v Speaker 1>gonna have to go with a new game engine. I

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<v Speaker 1>think we should point out to what a game engine

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<v Speaker 1>actually is. Um. Yeah, it's like the chassis. I would

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<v Speaker 1>guess if you use a car metaphor for it, it's

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<v Speaker 1>it's the software on which the world can be built

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<v Speaker 1>for a first person shooter game, especially, I would I

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<v Speaker 1>think if an engine as being a first person or

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<v Speaker 1>three D type construct, not like a side scroller platform

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<v Speaker 1>or something like that. Yeah, and often it'll have elements

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<v Speaker 1>to it. It may or may not involve a physics engine,

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<v Speaker 1>because sometimes you can have a physics engine that's separate

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<v Speaker 1>from the game engine, um that gets incorporated later. It's

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<v Speaker 1>built on top of that chassis if you will. I shouldn't.

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<v Speaker 1>I shouldn't mix engine and chassis. But yeah, I mean

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<v Speaker 1>it's the if you used engine strictly as the metaphor, Yeah,

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<v Speaker 1>it's what powers the game or and the physics engine

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<v Speaker 1>powers how the physics run in the game right exactly,

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<v Speaker 1>So you may have everything from how the game renders

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<v Speaker 1>to just just what happens when you do this, What

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<v Speaker 1>is the result, like when you shoot a monster? What

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<v Speaker 1>is the result. All of the stuff depends upon the

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<v Speaker 1>game engine. And uh, and we're most mostly talking about

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<v Speaker 1>the way the game engine rendered graphics, especially graphics in motion,

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<v Speaker 1>and so Brizard made the decision to to uh least

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<v Speaker 1>the Quake two engine um and of course Quake two

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<v Speaker 1>was that this engine was designed by by a completely

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<v Speaker 1>different company. UM, so three D Realms had you know,

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<v Speaker 1>they had to pay in order to use it, but

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<v Speaker 1>they decided that would be faster than developing their own. Uh.

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<v Speaker 1>This same year, which was again uh, that was when

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<v Speaker 1>Miller announced that the villain from the very first Duke

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<v Speaker 1>Newcomb game, Newkemb one point oh the side score one

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<v Speaker 1>Dr Proton would be returning in some form newkemb forever.

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<v Speaker 1>All right, so when they announced it, they start to

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<v Speaker 1>lease the Quake two engine. Uh and uh. In May,

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<v Speaker 1>trailer came out for this game for E three Right three,

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<v Speaker 1>which is the Electronic Entertainment Expert. Yeah. Yeah, it's all

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<v Speaker 1>about video games and I've been a couple of times.

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<v Speaker 1>It is amazing and intimidating. So this trailer came out

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<v Speaker 1>and people thought it was pretty impressive. It showed some

0:13:26.120 --> 0:13:30.680
<v Speaker 1>new gameplay elements, including Duke firing guns at aircraft as

0:13:30.720 --> 0:13:34.760
<v Speaker 1>he's on a moving truck. So it had like a

0:13:34.760 --> 0:13:37.000
<v Speaker 1>part where you're playing in a turret. You know, you

0:13:37.000 --> 0:13:41.080
<v Speaker 1>were manning a turret and firing at at planes pretty

0:13:41.080 --> 0:13:45.520
<v Speaker 1>cool stop a big jump from Duke Newcomb three d uh.

0:13:45.679 --> 0:13:48.120
<v Speaker 1>And there was also an introduction of a female character

0:13:48.160 --> 0:13:51.560
<v Speaker 1>called Bombshell, who the less said about the better. Anyway,

0:13:51.840 --> 0:13:54.960
<v Speaker 1>she did not look like she was a Saying that

0:13:55.000 --> 0:13:57.120
<v Speaker 1>she wasn't a fully developed character is probably going to

0:13:57.200 --> 0:14:00.360
<v Speaker 1>be the wrong way of putting it. Um, I'll just

0:14:00.440 --> 0:14:03.080
<v Speaker 1>leave it at that. Let's just say that a lot

0:14:03.120 --> 0:14:07.560
<v Speaker 1>of a lot of Duke nukelem is based off juvenile fantasies. Yeah.

0:14:07.600 --> 0:14:12.640
<v Speaker 1>So then, and that was one month later, three D

0:14:12.720 --> 0:14:16.199
<v Speaker 1>Realms announces that it's dropped the Quake to license. It's

0:14:16.240 --> 0:14:20.480
<v Speaker 1>switching instead to the Unreal engine, which is was from

0:14:20.480 --> 0:14:24.040
<v Speaker 1>Epic Mega Games. Yeah. I remember when Unreal came out,

0:14:24.240 --> 0:14:27.640
<v Speaker 1>and so many people who loved the first person shooter

0:14:27.800 --> 0:14:33.520
<v Speaker 1>genre really really enjoyed Unreal and Unreal tournament. Um and

0:14:33.760 --> 0:14:36.040
<v Speaker 1>I do remember that being a great big deal at

0:14:36.040 --> 0:14:40.240
<v Speaker 1>the time because it was basically it's Quake versus Epic

0:14:40.400 --> 0:14:44.440
<v Speaker 1>Mega Games Unreal and which one was the best. And Yeah,

0:14:44.480 --> 0:14:46.880
<v Speaker 1>I think I think most people did think that Unreal

0:14:47.040 --> 0:14:52.160
<v Speaker 1>was provided faster, smoother graphics than Quake. They may not

0:14:52.280 --> 0:14:54.320
<v Speaker 1>have liked the gameplay as much. But they thought that

0:14:54.400 --> 0:14:56.520
<v Speaker 1>the graphics themselves were better, which is kind of what

0:14:56.600 --> 0:14:59.600
<v Speaker 1>Broussard thought, so they decided to go with the Unreal

0:14:59.600 --> 0:15:02.600
<v Speaker 1>engine instead of the Quake two engines. So at that time,

0:15:02.680 --> 0:15:05.800
<v Speaker 1>Broussard says, hey, don't worry, this won't really delay us

0:15:05.840 --> 0:15:08.200
<v Speaker 1>that much. Expect the game next year, which would be

0:15:09.560 --> 0:15:12.720
<v Speaker 1>and how long is this after the initial announcement? Two years?

0:15:12.960 --> 0:15:15.120
<v Speaker 1>So we're now two years in because ninety seven was

0:15:15.120 --> 0:15:19.080
<v Speaker 1>the official announcement um and nine would uh, you still

0:15:19.120 --> 0:15:21.760
<v Speaker 1>have seen nothing of the game. And two years after

0:15:21.800 --> 0:15:25.280
<v Speaker 1>they first started working, actually two years after they first

0:15:25.320 --> 0:15:28.080
<v Speaker 1>announced it. Going to keep in mind it companies work

0:15:28.120 --> 0:15:30.920
<v Speaker 1>on these things before they announced them, right right, So

0:15:30.960 --> 0:15:33.200
<v Speaker 1>it's it's at least two years into a two to

0:15:33.280 --> 0:15:36.880
<v Speaker 1>four year average developments, and they've just scrapped their game

0:15:36.920 --> 0:15:39.400
<v Speaker 1>engine entirely, which means they're going to have to recode

0:15:39.800 --> 0:15:42.960
<v Speaker 1>every much everything from scratch. You might keep the level

0:15:43.040 --> 0:15:45.400
<v Speaker 1>designed the same, and you might keep the same sort

0:15:45.440 --> 0:15:48.080
<v Speaker 1>of monsters and everything. You may want to try and

0:15:48.160 --> 0:15:51.320
<v Speaker 1>maintain the same look but in a more sophisticated way,

0:15:52.200 --> 0:15:55.800
<v Speaker 1>but you still have to recode all that. So October

0:15:55.840 --> 0:16:00.440
<v Speaker 1>twenty second, n that's when Miller says that they're tweaking

0:16:00.480 --> 0:16:04.840
<v Speaker 1>the engine again to take advantage of new Unreal uh

0:16:04.920 --> 0:16:09.080
<v Speaker 1>engine improvements that were developed for Unreal Tournament. Mostly this

0:16:09.120 --> 0:16:12.280
<v Speaker 1>would be the multiplayer stuff, but just engine improvements in general.

0:16:13.800 --> 0:16:19.560
<v Speaker 1>So November they say, Okay, these engine changes are causing

0:16:19.560 --> 0:16:22.120
<v Speaker 1>more delays than we thought. We're having to patch the

0:16:22.120 --> 0:16:25.680
<v Speaker 1>engine a lot, and so it's slowing us down a bit.

0:16:26.240 --> 0:16:30.040
<v Speaker 1>Uh And at that point, a company called Info Grames

0:16:30.640 --> 0:16:34.160
<v Speaker 1>purchased a majority stake and another company called GT Interactive.

0:16:34.600 --> 0:16:38.400
<v Speaker 1>Al Right, GT Interactive was the retail distributor for Duke

0:16:38.520 --> 0:16:42.880
<v Speaker 1>newkembe Forever, so now those rights revert to Info Grames.

0:16:43.960 --> 0:16:47.640
<v Speaker 1>Info Grames announces expect Duke Nukem Forever in the year

0:16:47.720 --> 0:16:53.360
<v Speaker 1>two thousand, three years after the initial announcement. Uh So,

0:16:53.560 --> 0:16:58.200
<v Speaker 1>that year two thousand was the first time Wired gave

0:16:58.400 --> 0:17:02.680
<v Speaker 1>Duke Nukem Forever a special award. Well that would be

0:17:02.720 --> 0:17:06.000
<v Speaker 1>more of an infamous infamous award. Yeah, it gave it

0:17:06.080 --> 0:17:10.719
<v Speaker 1>the second place for the Vaporware of the Year awards.

0:17:11.440 --> 0:17:14.520
<v Speaker 1>We've we've mentioned vaporware a few times on the podcast.

0:17:14.560 --> 0:17:18.720
<v Speaker 1>I don't think we've mentioned it recently at all um. Basically,

0:17:18.720 --> 0:17:22.439
<v Speaker 1>when there is a product this I've heard the chairman

0:17:22.520 --> 0:17:24.760
<v Speaker 1>used more in tech than anything else, but it refers

0:17:24.760 --> 0:17:28.960
<v Speaker 1>to a product or software that is announced people expected

0:17:29.000 --> 0:17:32.439
<v Speaker 1>for a while, and then keep expecting it for a

0:17:32.480 --> 0:17:35.080
<v Speaker 1>little while longer, and then after that they expected some

0:17:35.119 --> 0:17:38.880
<v Speaker 1>morning it just never shows up. And sometimes the company folds.

0:17:39.400 --> 0:17:42.320
<v Speaker 1>Other times, you know, they you know, end up scrapping

0:17:42.320 --> 0:17:45.359
<v Speaker 1>the project, or it gets it gets somehow looped into

0:17:45.400 --> 0:17:47.960
<v Speaker 1>some other project and so it's called something else when

0:17:47.960 --> 0:17:51.120
<v Speaker 1>it finally comes out and people don't remember. Yeah. But

0:17:51.200 --> 0:17:53.359
<v Speaker 1>in this case, the company was still very much around

0:17:53.400 --> 0:17:55.760
<v Speaker 1>and they were still theoretically working on the project. Actually

0:17:55.800 --> 0:17:58.040
<v Speaker 1>not theoretically, they were in fact working on the project,

0:17:58.080 --> 0:18:01.240
<v Speaker 1>but it just hadn't shown up, And so Wired gives

0:18:01.240 --> 0:18:03.200
<v Speaker 1>it the second place of the Vaporware of the Year

0:18:03.240 --> 0:18:07.000
<v Speaker 1>awards in two thousand, two thousand one, it gets first place,

0:18:07.840 --> 0:18:10.040
<v Speaker 1>and it gets it again in two thousand two, and

0:18:10.080 --> 0:18:12.880
<v Speaker 1>in two thousand three they give it the Lifetime Achievement Award.

0:18:13.280 --> 0:18:16.520
<v Speaker 1>So in two thousand four no Duke Knewcom forever listed

0:18:16.520 --> 0:18:19.600
<v Speaker 1>in Wired Vaporware of the Year, but two thousand five,

0:18:20.000 --> 0:18:25.240
<v Speaker 1>two thousand six, two thousand seven, two thousand eight, it's listed.

0:18:25.440 --> 0:18:28.959
<v Speaker 1>They skipped it. In two thousand nine they acknowledged two

0:18:29.080 --> 0:18:30.919
<v Speaker 1>do comb Forever, but they did not include it in

0:18:30.960 --> 0:18:35.720
<v Speaker 1>the list. So vaporware all those years, and again that's

0:18:35.800 --> 0:18:37.600
<v Speaker 1>much longer than a two to four year life cycle.

0:18:37.680 --> 0:18:40.280
<v Speaker 1>But but jumping back a little bit, I'm sorry you're

0:18:40.280 --> 0:18:42.160
<v Speaker 1>gonna say something. Well, no, I was going to jump

0:18:42.200 --> 0:18:44.520
<v Speaker 1>back a little bit because you know, at this point

0:18:44.640 --> 0:18:49.200
<v Speaker 1>in in uh Clive Thompson's article back in two thousand three,

0:18:49.720 --> 0:18:53.720
<v Speaker 1>UM he said only eighteen people were working on developing

0:18:53.720 --> 0:18:58.679
<v Speaker 1>the software UM which again talking in today's terms at

0:18:58.680 --> 0:19:02.760
<v Speaker 1>two to four year development cycle. UM, that's relying on

0:19:02.800 --> 0:19:05.960
<v Speaker 1>a staff of fifty or even more people depending on

0:19:06.000 --> 0:19:10.280
<v Speaker 1>the title. And a game as ambitious as Duke Nukem Forever,

0:19:10.359 --> 0:19:12.960
<v Speaker 1>you would expect lots of people to be working on this,

0:19:13.600 --> 0:19:16.880
<v Speaker 1>especially because well honestly, they expected to make a lot

0:19:16.880 --> 0:19:19.399
<v Speaker 1>of money on it, so you could afford to hire

0:19:19.400 --> 0:19:22.160
<v Speaker 1>more programmers and get more people involved with the project

0:19:22.200 --> 0:19:24.240
<v Speaker 1>because you'd be able to pay off in the end

0:19:24.680 --> 0:19:27.640
<v Speaker 1>even with that added expense. Yeah, here's here's the thing,

0:19:27.760 --> 0:19:30.320
<v Speaker 1>is that because they made so much money with Duke

0:19:30.400 --> 0:19:33.399
<v Speaker 1>Nukem three D and because and other projects, they had

0:19:33.440 --> 0:19:36.400
<v Speaker 1>a lot of money they could pour into this development project. Yes,

0:19:36.440 --> 0:19:38.720
<v Speaker 1>so it's we should we should clear this up to

0:19:39.040 --> 0:19:42.600
<v Speaker 1>uh and we'll back in back in two thousand, December

0:19:42.600 --> 0:19:46.080
<v Speaker 1>two thousand, to jump back just a little further, Infogrames

0:19:46.280 --> 0:19:49.800
<v Speaker 1>sold those those retail distribution rights to someone else. Do

0:19:49.840 --> 0:19:52.359
<v Speaker 1>you remember who that was? No, I don't take two.

0:19:52.560 --> 0:19:54.959
<v Speaker 1>Oh yes I did. Take two. Interactive just didn't want

0:19:54.960 --> 0:19:58.560
<v Speaker 1>to be wrong. Same distributors who who publish out games

0:19:58.560 --> 0:20:01.240
<v Speaker 1>like Red Dead, Redemption, the Offee games, Grand Theft, Auto

0:20:01.400 --> 0:20:05.639
<v Speaker 1>Civilization five, Take two. Indeed, so take two that's going

0:20:05.680 --> 0:20:07.240
<v Speaker 1>to be important in a little bit when we get

0:20:07.280 --> 0:20:11.080
<v Speaker 1>to the explosion of three D realms in the Duke

0:20:11.160 --> 0:20:16.640
<v Speaker 1>Nukem Forever project. So now now jumping back ahead, yeah,

0:20:16.720 --> 0:20:20.240
<v Speaker 1>you you started to see problems more than more than

0:20:20.280 --> 0:20:23.560
<v Speaker 1>just delays. I mean the in two thousand two they

0:20:23.600 --> 0:20:25.760
<v Speaker 1>scrapped all the work they had done on Duke Nukem

0:20:25.840 --> 0:20:29.240
<v Speaker 1>Forever and decided to dump the unreal engine and go

0:20:29.359 --> 0:20:33.680
<v Speaker 1>with an in house engine after all, right, you know, Jonathan,

0:20:33.720 --> 0:20:36.520
<v Speaker 1>I think it's fascinating, Just as a side note here

0:20:36.880 --> 0:20:40.000
<v Speaker 1>um that there are if you're interested in evidence of

0:20:40.040 --> 0:20:42.520
<v Speaker 1>these different builds of the game. There are trailers that

0:20:42.560 --> 0:20:46.080
<v Speaker 1>they would show at E three every so often to

0:20:46.160 --> 0:20:48.719
<v Speaker 1>show what they were working on, and you can actually

0:20:48.760 --> 0:20:51.000
<v Speaker 1>see evidence of the different builds of the game running

0:20:51.000 --> 0:20:54.560
<v Speaker 1>on different engines. Yeah, there's there's aating, there's a trailer

0:20:54.600 --> 0:20:56.760
<v Speaker 1>for the one that they showed a d three. There's

0:20:56.760 --> 0:21:01.320
<v Speaker 1>a trailer for the unreal engine version, which was shown

0:21:01.359 --> 0:21:05.080
<v Speaker 1>I think in UM Yeah, two thousand one at E three. Again. Uh,

0:21:05.160 --> 0:21:07.600
<v Speaker 1>the Inhalse stuff is sort of what we're seeing now,

0:21:07.640 --> 0:21:11.200
<v Speaker 1>although it's been heavily modified of course since that time

0:21:12.119 --> 0:21:16.200
<v Speaker 1>at any rate. So so they've gone through three different

0:21:16.200 --> 0:21:19.119
<v Speaker 1>game engines they went. They also switched their physics engine

0:21:19.160 --> 0:21:23.120
<v Speaker 1>at one point, so that there's another change there. Um.

0:21:23.160 --> 0:21:25.640
<v Speaker 1>At one point, take To, a CEO for Take two,

0:21:25.680 --> 0:21:28.879
<v Speaker 1>said that they were actually using the Doom three engine,

0:21:28.920 --> 0:21:32.840
<v Speaker 1>but Broussard refuted Dad said that was not true. And

0:21:33.080 --> 0:21:35.920
<v Speaker 1>Um and Broussard and take To have had a very

0:21:35.960 --> 0:21:39.720
<v Speaker 1>contentious history. Yeah, it seemed like it from the from

0:21:39.720 --> 0:21:42.320
<v Speaker 1>the Thompson article especially. Yeah, there was a point where

0:21:43.200 --> 0:21:46.200
<v Speaker 1>the CEO for Take two said that the game would

0:21:46.200 --> 0:21:50.520
<v Speaker 1>definitely not be out before a certain time and Broussard said, Hey,

0:21:50.600 --> 0:21:53.480
<v Speaker 1>you have no right to say when and win a

0:21:53.520 --> 0:21:55.919
<v Speaker 1>game will or will not be ready, because you're just

0:21:56.040 --> 0:21:59.560
<v Speaker 1>publishing it, you're not building it, So shut up. You

0:21:59.560 --> 0:22:02.119
<v Speaker 1>don't know anythink I've actually used much worse language than that,

0:22:02.520 --> 0:22:06.679
<v Speaker 1>but at any rate, So Brissard was not shy about

0:22:06.720 --> 0:22:11.879
<v Speaker 1>this at all, and during the around two thousand and six,

0:22:12.960 --> 0:22:17.240
<v Speaker 1>three D Realms had a severe morale problem with especially

0:22:17.280 --> 0:22:20.560
<v Speaker 1>with the development team for Duke Newcomb Forever, because this

0:22:20.680 --> 0:22:22.919
<v Speaker 1>is two thousand six. They've been developing this game for

0:22:23.000 --> 0:22:26.280
<v Speaker 1>almost a decade. Now, well, think about it. If you're

0:22:26.320 --> 0:22:28.960
<v Speaker 1>one of the programmers, you would be able to say

0:22:29.000 --> 0:22:33.040
<v Speaker 1>that you had this massive, super duper cool title on

0:22:33.080 --> 0:22:35.360
<v Speaker 1>your resume and go, look what I worked on. Except

0:22:35.760 --> 0:22:39.560
<v Speaker 1>if it never shows up, then you get to say, yeah,

0:22:39.600 --> 0:22:41.320
<v Speaker 1>I just wasted the last five years in my life

0:22:41.359 --> 0:22:43.280
<v Speaker 1>on something that never got released. More than that, it

0:22:43.320 --> 0:22:46.560
<v Speaker 1>also became a monetary thing because, as it turns out,

0:22:46.760 --> 0:22:50.840
<v Speaker 1>three D Realms apparently was was paying their developers less

0:22:50.880 --> 0:22:56.720
<v Speaker 1>money than compete competing developers. But the promise of three

0:22:56.800 --> 0:23:00.280
<v Speaker 1>D Realms was that hey, look at Duke newkemb three

0:23:00.359 --> 0:23:03.800
<v Speaker 1>D that game was phenomenal. It made us rich. This

0:23:03.840 --> 0:23:05.840
<v Speaker 1>game is going to make you rich because we're going

0:23:05.880 --> 0:23:11.160
<v Speaker 1>to give you these profits sharing uh bonuses. So but

0:23:11.240 --> 0:23:12.800
<v Speaker 1>here's the problem is that you can't share in a

0:23:12.880 --> 0:23:16.119
<v Speaker 1>profit if the game never comes out. So one of

0:23:16.160 --> 0:23:18.960
<v Speaker 1>those little tricky things about profits, you can't make them

0:23:19.000 --> 0:23:23.960
<v Speaker 1>till you're selling something. Um. So, the profit sharing promise

0:23:24.080 --> 0:23:26.359
<v Speaker 1>was starting to get a bit stale, actually very stale

0:23:26.359 --> 0:23:30.359
<v Speaker 1>by two thousand six, and several employees left Three D

0:23:30.400 --> 0:23:34.199
<v Speaker 1>Realms during that period. Um Duke Nukem forever look like

0:23:34.200 --> 0:23:36.159
<v Speaker 1>it was in danger of being put on the shelf

0:23:36.240 --> 0:23:38.119
<v Speaker 1>because a lot of the people who were carrying that

0:23:38.160 --> 0:23:42.520
<v Speaker 1>knowledge had left the company. And then, uh, they decided.

0:23:42.800 --> 0:23:45.919
<v Speaker 1>Broussard's like, no, I am not going to let this die,

0:23:46.280 --> 0:23:49.680
<v Speaker 1>And he went on to the three D Realms web

0:23:49.680 --> 0:23:52.879
<v Speaker 1>page and put out job openings and they put a

0:23:52.880 --> 0:23:57.239
<v Speaker 1>big picture of Duke Nukem on the job openings. One

0:23:57.280 --> 0:24:00.320
<v Speaker 1>of the people that Broussard hired was a man by

0:24:00.320 --> 0:24:03.800
<v Speaker 1>the name of Brian Hook, and Brian Hook brought with

0:24:03.920 --> 0:24:07.760
<v Speaker 1>him a certain quality that was much needed at three

0:24:07.840 --> 0:24:11.920
<v Speaker 1>D Realms. He had the ability to look at Broussard

0:24:11.960 --> 0:24:15.240
<v Speaker 1>in the eye and say no, because here was the

0:24:15.320 --> 0:24:17.159
<v Speaker 1>thing was that again, like you said, Brissard was a

0:24:17.160 --> 0:24:21.080
<v Speaker 1>perfectionist still is a perfectionist who wants the absolute best

0:24:21.080 --> 0:24:23.359
<v Speaker 1>for his game, which is an admirable quality, but it

0:24:23.400 --> 0:24:26.920
<v Speaker 1>means that you never let go, which we can see

0:24:27.000 --> 0:24:29.440
<v Speaker 1>there's evidence of that by the fact that this game

0:24:29.480 --> 0:24:32.440
<v Speaker 1>has yet to come out. Brian Hook was the first

0:24:32.440 --> 0:24:34.520
<v Speaker 1>person to actually stand up to Brissard and say, you

0:24:34.560 --> 0:24:37.000
<v Speaker 1>know what, that's a great idea, but we can't put

0:24:37.040 --> 0:24:39.000
<v Speaker 1>it in this game. We'll put it in the next one.

0:24:39.480 --> 0:24:43.600
<v Speaker 1>This game has to go out. We can't keep changing

0:24:43.640 --> 0:24:47.359
<v Speaker 1>things this late in the development cycle. It wasn't quite

0:24:47.480 --> 0:24:50.280
<v Speaker 1>enough to save the company. If that had happened. If

0:24:50.720 --> 0:24:54.040
<v Speaker 1>Hook had come on earlier, this game would have been out.

0:24:54.400 --> 0:24:56.520
<v Speaker 1>In fact, this game and sequels would have been out

0:24:56.560 --> 0:24:59.600
<v Speaker 1>by now. I fully believe that. But because Bisard is

0:24:59.640 --> 0:25:03.760
<v Speaker 1>a very powerful personality, um, you know, no one else

0:25:03.880 --> 0:25:06.240
<v Speaker 1>really did that, and so things just kept changing. And

0:25:06.240 --> 0:25:08.680
<v Speaker 1>I'm not really criticizing Broussard because I think I'd probably

0:25:08.680 --> 0:25:11.080
<v Speaker 1>be the same way if I saw a superior engine

0:25:11.080 --> 0:25:13.040
<v Speaker 1>come out while I'm working on this game, and I

0:25:13.040 --> 0:25:15.760
<v Speaker 1>had made my reputation on a game a few years earlier,

0:25:16.160 --> 0:25:18.320
<v Speaker 1>I would also be tempted to switch, so I can't

0:25:18.320 --> 0:25:22.440
<v Speaker 1>really criticize him. Over the next couple of years, more

0:25:22.600 --> 0:25:26.960
<v Speaker 1>screenshots get leaked to various websites and magazines. Uh. And

0:25:27.119 --> 0:25:29.439
<v Speaker 1>in two thousand nine, Broussard took a demo of the

0:25:29.440 --> 0:25:31.720
<v Speaker 1>game to Take two and he was asking them for

0:25:31.840 --> 0:25:36.160
<v Speaker 1>six million dollars additional funding to finish the game. Yes,

0:25:36.600 --> 0:25:39.679
<v Speaker 1>they had, They had run out of a lot of

0:25:39.680 --> 0:25:43.800
<v Speaker 1>their funding. And that's even with the co founders of

0:25:43.840 --> 0:25:46.720
<v Speaker 1>the company starting to put forth some of their own cash.

0:25:46.880 --> 0:25:50.240
<v Speaker 1>I read that according to the Thompson article. Yeah, I

0:25:50.280 --> 0:25:54.199
<v Speaker 1>read that. The the the head of Gearbox Software. And

0:25:54.240 --> 0:25:56.280
<v Speaker 1>we'll talk about them a little bit in a second.

0:25:56.560 --> 0:26:01.200
<v Speaker 1>Randy Pitchford. Randy Pitchford said that he leaves Broussard put

0:26:01.960 --> 0:26:06.240
<v Speaker 1>twenty to thirty million dollars of his own money into

0:26:06.240 --> 0:26:10.119
<v Speaker 1>developing this game. I mean, now, that's a story of

0:26:10.119 --> 0:26:13.159
<v Speaker 1>a man who is absolutely determined to get this thing out.

0:26:13.200 --> 0:26:15.440
<v Speaker 1>I mean, clearly, you don't. You don't put that money

0:26:15.520 --> 0:26:18.560
<v Speaker 1>into any sort of project and just consider it like

0:26:18.560 --> 0:26:25.040
<v Speaker 1>a vanity project or something that's a ton of cash. Um. Anyway,

0:26:25.080 --> 0:26:27.280
<v Speaker 1>So he Takes takes the game to Take two, and

0:26:27.320 --> 0:26:29.720
<v Speaker 1>they asked for six million dollars. Now, what happens next

0:26:29.880 --> 0:26:34.359
<v Speaker 1>depends upon whom you ask. According to Brossard and Miller,

0:26:34.520 --> 0:26:37.200
<v Speaker 1>they say that Take to initially agreed to the six

0:26:37.280 --> 0:26:39.200
<v Speaker 1>million and then said, you know what, never mind, here's

0:26:39.200 --> 0:26:42.520
<v Speaker 1>two point five million instead. What Take two says is no,

0:26:43.040 --> 0:26:46.159
<v Speaker 1>they said the six million figure was unrealistic, and so

0:26:46.200 --> 0:26:49.040
<v Speaker 1>they offered two point five million to start and an

0:26:49.040 --> 0:26:51.680
<v Speaker 1>additional two point five million once the game was finished,

0:26:52.400 --> 0:26:55.240
<v Speaker 1>but that they had rejected the six million dollar um

0:26:55.440 --> 0:27:00.000
<v Speaker 1>uh proposal in either case, Uh, three D Realms left

0:27:00.080 --> 0:27:04.760
<v Speaker 1>without the money. So then on May six, two thousand nine,

0:27:05.440 --> 0:27:09.640
<v Speaker 1>very very sad day at three D Realms, they dismissed

0:27:09.680 --> 0:27:13.879
<v Speaker 1>the development team for Duke Newcam Forever. And we're immediately

0:27:13.920 --> 0:27:17.120
<v Speaker 1>hit with a lawsuit. Yeah immediately being a week later,

0:27:17.160 --> 0:27:20.280
<v Speaker 1>but yes, well almost immediately when you're talking about a

0:27:20.280 --> 0:27:24.960
<v Speaker 1>game that's been in development for twelve years. Yeah, three

0:27:25.200 --> 0:27:29.280
<v Speaker 1>times the maximum length for a typical video game. UM

0:27:29.359 --> 0:27:33.359
<v Speaker 1>so yeah, they they released the team, They essentially fire

0:27:33.440 --> 0:27:37.120
<v Speaker 1>the development team. Now three D Realms exists to this day, Yes,

0:27:37.200 --> 0:27:39.880
<v Speaker 1>that company itself has not gone away. But that entire

0:27:39.920 --> 0:27:43.639
<v Speaker 1>division of their company is gone apart from Brossard and Miller.

0:27:44.280 --> 0:27:49.480
<v Speaker 1>Um So, then Take two does file a lawsuit against

0:27:49.480 --> 0:27:52.080
<v Speaker 1>Three D Realms, saying that they failed to deliver upon

0:27:52.160 --> 0:27:59.240
<v Speaker 1>a promise deliverable. Uh So, some people began to conjecture

0:27:59.840 --> 0:28:03.120
<v Speaker 1>the reason Take two did this was not to get

0:28:03.200 --> 0:28:06.360
<v Speaker 1>any money back from Three D Realms, but in order

0:28:06.359 --> 0:28:08.600
<v Speaker 1>to bleed the company dry so that they could get

0:28:08.680 --> 0:28:12.000
<v Speaker 1>hold of the I p of Duke Newcomb. So that

0:28:12.040 --> 0:28:14.919
<v Speaker 1>way Take two would own the distribution rights and the

0:28:14.960 --> 0:28:17.920
<v Speaker 1>actual intellectual property of Duke Nukem, and they could develop

0:28:17.960 --> 0:28:21.240
<v Speaker 1>the game anyway they want and make money in perpetuity.

0:28:21.600 --> 0:28:25.639
<v Speaker 1>That's not exactly what happened. What did happen was Randy

0:28:25.840 --> 0:28:29.399
<v Speaker 1>came along. Yeah. Now, um, I'd like to say, for

0:28:29.480 --> 0:28:31.919
<v Speaker 1>the in defense of the Thompson article, if you go

0:28:32.000 --> 0:28:35.199
<v Speaker 1>read it, you're going to go wait, this is it ends.

0:28:35.320 --> 0:28:37.600
<v Speaker 1>It ends here, The game is over, it will never

0:28:37.640 --> 0:28:39.920
<v Speaker 1>come out. There's there are lawsuits. Well, it was written

0:28:39.960 --> 0:28:43.400
<v Speaker 1>in December two thousand nine, and that really did seem

0:28:43.440 --> 0:28:46.840
<v Speaker 1>like the final word until Randy stepped in. Yeah, it

0:28:46.880 --> 0:28:49.160
<v Speaker 1>turns I was I was just gonna say that he

0:28:49.200 --> 0:28:52.920
<v Speaker 1>was a developer on Duke nukemb Three D Yes, so

0:28:53.040 --> 0:28:56.760
<v Speaker 1>he liked Duke nukembe he had some history with whom

0:28:56.800 --> 0:29:00.040
<v Speaker 1>he knew, Mr Bruce Hard. He credited a lot of

0:29:00.080 --> 0:29:02.960
<v Speaker 1>his own personal success with the lessons he learned back

0:29:03.000 --> 0:29:07.640
<v Speaker 1>when he was working on that initial project. And he uh,

0:29:07.680 --> 0:29:10.480
<v Speaker 1>he's also a very passionate guy. It turns out these

0:29:10.480 --> 0:29:15.040
<v Speaker 1>guys are not shy, no, and they're they're very driven people. Yeah.

0:29:15.200 --> 0:29:19.400
<v Speaker 1>They are also not afraid to use colorful metaphors, as

0:29:19.440 --> 0:29:23.160
<v Speaker 1>Spock would say, okay um, because in every quote I read,

0:29:23.200 --> 0:29:25.320
<v Speaker 1>I was like, I can't say that one on the podcast,

0:29:26.560 --> 0:29:31.520
<v Speaker 1>not without some beeping anyway. So yeah. Randy Pitchford heads

0:29:31.560 --> 0:29:36.520
<v Speaker 1>a company called Gearbox Software, and Gearbox Software according well,

0:29:36.560 --> 0:29:40.720
<v Speaker 1>according to Randy, three D Realms sold the intellectual property

0:29:40.760 --> 0:29:43.719
<v Speaker 1>to Gearbox Software. Some people say Gearbox Software, I went

0:29:43.760 --> 0:29:46.280
<v Speaker 1>out and bought the intellectual property, and Randy says, no,

0:29:46.440 --> 0:29:48.760
<v Speaker 1>they sold it to me. And it really is just

0:29:48.800 --> 0:29:51.200
<v Speaker 1>a matter of perspective, saying that what that means is

0:29:51.280 --> 0:29:54.000
<v Speaker 1>the people at three Realms felt that Gearbox Software, out

0:29:54.040 --> 0:29:55.720
<v Speaker 1>of all the companies in the world, would be the

0:29:55.720 --> 0:29:58.800
<v Speaker 1>one that would preserve their vision for the game and

0:29:58.920 --> 0:30:01.760
<v Speaker 1>keep it true what they had been working on for

0:30:01.800 --> 0:30:04.920
<v Speaker 1>more than a decade. Right, Well, yeah, that that what

0:30:04.960 --> 0:30:07.480
<v Speaker 1>I read was the article that you sent me, Jonathan

0:30:07.520 --> 0:30:11.240
<v Speaker 1>from Nick Cowen in a telegraph um and from from

0:30:11.240 --> 0:30:14.560
<v Speaker 1>what it it sounds like from reading that article, it's

0:30:14.640 --> 0:30:20.080
<v Speaker 1>important to Mr Pitchford that it stays. He said, Honestly,

0:30:20.080 --> 0:30:22.480
<v Speaker 1>it could the company could go in a different direction.

0:30:22.520 --> 0:30:26.800
<v Speaker 1>A lot of companies would take Duke Newcomb and throw

0:30:26.880 --> 0:30:29.040
<v Speaker 1>the old game out and build a new game with

0:30:29.160 --> 0:30:32.080
<v Speaker 1>him as the lead character. But they're trying to preserve

0:30:32.160 --> 0:30:34.320
<v Speaker 1>as much as they can, not to mention what Three

0:30:34.360 --> 0:30:36.320
<v Speaker 1>D Realms had done. It also falls into the danger

0:30:36.320 --> 0:30:39.440
<v Speaker 1>that Bissard fell into that, you know, you try and

0:30:39.520 --> 0:30:42.880
<v Speaker 1>change everything, you may keep this lingering in development instead

0:30:42.880 --> 0:30:46.640
<v Speaker 1>of actually coming out as a game. Right. So, Randy

0:30:46.680 --> 0:30:49.040
<v Speaker 1>decided that he wanted to just put the finishing touches

0:30:49.040 --> 0:30:51.880
<v Speaker 1>on this game, which included lots of stuff. He said

0:30:51.920 --> 0:30:55.440
<v Speaker 1>that the game was not not close to being finished,

0:30:55.480 --> 0:30:57.160
<v Speaker 1>but at the same time, it wasn't gonna make any

0:30:57.200 --> 0:30:59.520
<v Speaker 1>fundamental changes. He was just going to complete the work

0:30:59.560 --> 0:31:03.440
<v Speaker 1>that already been started and then polish it. So he

0:31:03.520 --> 0:31:07.480
<v Speaker 1>announced at Penny Arcade Expo UH September two thousand ten

0:31:07.640 --> 0:31:11.680
<v Speaker 1>that Gearbox Software was bringing the Duke back, and this

0:31:11.720 --> 0:31:15.440
<v Speaker 1>was the first public announcement of Gearbox Software being involved

0:31:15.440 --> 0:31:17.760
<v Speaker 1>in Duke newkemb forever. And he said, the game's coming

0:31:17.760 --> 0:31:19.640
<v Speaker 1>out and you'll have it in your hands in two

0:31:19.640 --> 0:31:23.520
<v Speaker 1>thousand eleven, and I brought demos. He let the crowd

0:31:23.640 --> 0:31:26.120
<v Speaker 1>come in. Anyone who is seventeen or older could play

0:31:26.160 --> 0:31:29.960
<v Speaker 1>the demo because it has some objectionable material in it

0:31:30.400 --> 0:31:33.840
<v Speaker 1>um but the which I will not go into, but

0:31:33.920 --> 0:31:38.480
<v Speaker 1>at any rate, they they allowed. He allowed players to

0:31:38.680 --> 0:31:40.800
<v Speaker 1>line up and try out the demo and it got

0:31:40.840 --> 0:31:43.440
<v Speaker 1>a lot of positive reviews, saying that it brought back

0:31:43.480 --> 0:31:45.640
<v Speaker 1>the spirit of the old Duke Newcomb games that has

0:31:45.680 --> 0:31:48.239
<v Speaker 1>that same sort of cheesy since of humor. Um. Some

0:31:48.280 --> 0:31:50.880
<v Speaker 1>people question whether or not that's even relevant today, because

0:31:51.160 --> 0:31:54.320
<v Speaker 1>you know, Duke Newcombe came to prominence during the whole

0:31:54.640 --> 0:31:59.120
<v Speaker 1>like the real big beefy action hero movie craze like

0:31:59.200 --> 0:32:04.400
<v Speaker 1>die Hard, Predator and all of those movies Rambo, and

0:32:04.440 --> 0:32:06.320
<v Speaker 1>then we kind of went through a period where that

0:32:06.440 --> 0:32:09.920
<v Speaker 1>sort of fell out of style, although you could argue

0:32:09.960 --> 0:32:13.800
<v Speaker 1>that with movies like the latest Rambo movie and the Expendables,

0:32:13.800 --> 0:32:15.880
<v Speaker 1>that there's a bit of a throwback that's coming into

0:32:16.000 --> 0:32:18.480
<v Speaker 1>vogue right now, and maybe a good time for the man.

0:32:18.720 --> 0:32:20.960
<v Speaker 1>It might became perfect for them to jump, and maybe

0:32:20.960 --> 0:32:25.120
<v Speaker 1>it'll spiral into a whole new era of us making terrible,

0:32:25.280 --> 0:32:29.440
<v Speaker 1>terrible cliche quotes and and then walking away in slow motion.

0:32:30.040 --> 0:32:32.120
<v Speaker 1>At any rate, So two thousand and eleven is when

0:32:32.160 --> 0:32:35.040
<v Speaker 1>we expect to see this game, and um, I'll probably

0:32:35.040 --> 0:32:37.560
<v Speaker 1>play it. I played the first Duke NUKEMB, well, the

0:32:37.640 --> 0:32:40.000
<v Speaker 1>Duke NUKEMB three D. I didn't play the side scroller.

0:32:40.880 --> 0:32:44.880
<v Speaker 1>I have to say, though, it's um Whereas a lot

0:32:45.040 --> 0:32:50.480
<v Speaker 1>of other types of games, UH might falter after a

0:32:50.520 --> 0:32:53.720
<v Speaker 1>development cycle this long. One thing that three D Realms

0:32:53.760 --> 0:32:59.120
<v Speaker 1>did right is to create a personality um that's driven serious,

0:32:59.160 --> 0:33:01.720
<v Speaker 1>heavy duty fan base. I mean there there are lots

0:33:01.720 --> 0:33:04.640
<v Speaker 1>and lots of fans other than just Jonathan here who

0:33:04.680 --> 0:33:07.160
<v Speaker 1>really want to play this game because they loved the

0:33:07.240 --> 0:33:09.560
<v Speaker 1>kind of game it was, and they love the character

0:33:10.160 --> 0:33:12.480
<v Speaker 1>behind it. I mean you've got people like Mario and

0:33:12.920 --> 0:33:16.920
<v Speaker 1>Sonic and Lara Croft and some of the others, um,

0:33:16.960 --> 0:33:21.000
<v Speaker 1>you know, other other lesser characters probably would not have

0:33:21.040 --> 0:33:25.480
<v Speaker 1>been supported through this long, long period of vaporware for

0:33:25.520 --> 0:33:28.240
<v Speaker 1>this game. But I honestly think that they certainly did

0:33:28.240 --> 0:33:32.160
<v Speaker 1>something right by creating such a memorable action hero for

0:33:32.200 --> 0:33:35.760
<v Speaker 1>this game. Definitely, and we'll have to I'll have to

0:33:35.800 --> 0:33:39.560
<v Speaker 1>see how the public reacts to this this game coming out.

0:33:39.680 --> 0:33:42.640
<v Speaker 1>It's um, it's been a long time coming, and really,

0:33:42.760 --> 0:33:44.960
<v Speaker 1>at this point, I think it's impossible to say that

0:33:45.040 --> 0:33:47.440
<v Speaker 1>any game could live up to the expectations of a

0:33:47.480 --> 0:33:52.120
<v Speaker 1>thirteen year development cycle. But um, hopefully it won't just

0:33:52.240 --> 0:33:54.200
<v Speaker 1>crash and burn right all the gate. I would love

0:33:54.240 --> 0:33:57.400
<v Speaker 1>to actually see it succeed. For one thing, I anytime

0:33:57.480 --> 0:34:01.080
<v Speaker 1>you can add more variety to the first person shooter genre,

0:34:01.280 --> 0:34:03.760
<v Speaker 1>I'm I'm happy to see it. Uh. You know, there's

0:34:03.800 --> 0:34:06.720
<v Speaker 1>some great examples out there, and there's some, but it's

0:34:06.720 --> 0:34:09.440
<v Speaker 1>always nice to have another entry into there, especially if

0:34:09.480 --> 0:34:11.319
<v Speaker 1>it's if it's one that's got, you know, some history

0:34:11.360 --> 0:34:13.799
<v Speaker 1>behind it. So we'll keep our eyes open. We'll let

0:34:13.840 --> 0:34:15.560
<v Speaker 1>you guys know what we think, or at least I'll

0:34:15.600 --> 0:34:16.960
<v Speaker 1>let you know what I think when I get my

0:34:17.080 --> 0:34:20.319
<v Speaker 1>hot little hands on it. And uh, that wraps up

0:34:20.320 --> 0:34:23.560
<v Speaker 1>this discussion about Duke Nukem Forever it's something that I honestly,

0:34:23.760 --> 0:34:27.319
<v Speaker 1>for a while there I wasn't expecting to see it ever. Ever, Yeah,

0:34:27.360 --> 0:34:29.880
<v Speaker 1>I don't think out yet, so I shouldn't. I shouldn't

0:34:29.920 --> 0:34:33.160
<v Speaker 1>count my chickens or anything. But at any rate, if

0:34:33.200 --> 0:34:35.960
<v Speaker 1>you guys have any suggestions for topics we should tackle,

0:34:36.040 --> 0:34:38.560
<v Speaker 1>or you have any other like the story of pac

0:34:38.640 --> 0:34:42.080
<v Speaker 1>Man or something that you really want us to to

0:34:42.120 --> 0:34:44.319
<v Speaker 1>sit down and have a detailed discussion over, let us know.

0:34:44.920 --> 0:34:47.080
<v Speaker 1>You can let us know on Facebook or Twitter. Are

0:34:47.200 --> 0:34:50.520
<v Speaker 1>handled there is tech Stuff hs W, or you can

0:34:50.600 --> 0:34:53.759
<v Speaker 1>email us at tech stuff at health stuff works dot

0:34:53.760 --> 0:34:55.360
<v Speaker 1>com and Chris and I will talk to you again

0:34:55.880 --> 0:35:02.000
<v Speaker 1>really soon if you're a tech stuff and be sure

0:35:02.040 --> 0:35:05.840
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0:35:05.880 --> 0:35:08.200
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0:35:08.200 --> 0:35:12.799
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0:35:12.920 --> 0:35:15.400
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0:35:15.480 --> 0:35:17.879
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0:35:17.880 --> 0:35:20.040
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0:35:20.080 --> 0:35:27.560
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