Duke Nukem Forever: The fall of George Broussa(r)d
It seems now that the dust has settled over the whole DNF debacle we can analyze the reason behind why the project itself took well over a decade to get made. It's easy to point the finger at mistakes made during the development itself, oh they switched to the wrong engine, feature creep, incompetent management, but I think one of the most important reasons stems from the desire to get the game done on the cheap. I remember reading a quote from Scott Miller sometime in about 2010 after 8-9 years of development that the entire development had cost only $5 Million up to the point. Even though that figure sounds like a lot that is tiny compared to what nearly all AAA budgets cost at the point, usually in the range of $20-30Million. Also, that would be for much shorter development periods.
I think there was some sort of pay structure where employees would get a bonus upon completion of the project, but actual wages were very low compared to the average in the industry. I think at some point George Broussard realised that if you want to create an AAA product in a hyper-competitive market you need to employ the right people, and that meant a massive increase in development costs which almost worked, nearly completing the project without financial assistance from Take2, but then the funds ran out, which led to a quick sale of the Duke IP and a product rushed out the door by Gearbox and a subsequent critical mauling by critics who got their revenge for the total media blackout for over a decade.
Just my 2 penneth worth.
Last edited by Thewho; 01-01-2016 at 02:36 PM.
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