Broussard simply couldn’t tolerate the idea of Duke Nukem Forever coming out with anything other than the latest and greatest technology and awe-inspiring gameplay. He didn’t just want it to be good. It had to surpass every other game that had ever existed, the same way the original Duke Nukem 3D had.
[...]
It’s a dilemma all artists confront, of course. When do you stop creating and send your work out to face the public? Plenty of Hollywood directors have delayed for months, dithering in the editing room. But in videogames, the problem is particularly acute, because the longer you delay, the more genuinely antiquated your product begins to look - and the more likely it is that you’ll need to rip things down and start again. All game designers know this, so they pick a point to stop improving - to “lock the game down” - and then spend a frantic year polishing. But Broussard never seemed willing to do that.
via
Wired.
Интересный рассказ о DNF, который за более чем 10 лет разработки так и не вышел. Забавно: когда я играл в Duke Nukem 3D, мне было лет десять где-то. С тех пор я вырос, а DNF так и не закончили.
By then, even Miller’s two sons were making jokes about the delays. “Duke Nukem Taking Forever,” they teased their father.