After numerous delays and years of hype in the gaming community, it looks like 3D Realms will never release Duke Nukem Forever, as the game studio has run out of money and will close its doors.
"We can confirm that our relationship with 3D Realms for Duke Nukem Forever was a publishing arrangement, which did not include ongoing funds for development of the title," explained publisher Take-Two.
Duke Nukem Forever has been in development for more than 12 years and was a follow-up to the popular 3D video game released by 3D Realms in 1996. The studio's games were popular more than a decade ago, but simply couldn't match game studio development in the 21st century, according to video game industry analysts.
The studio also worked on Commander Keen and Major Stryker, which were popular but never reached the same level as Duke Nukem and Wolfenstein 3D.
Take-Two and other studios involved in the project noted that the game may not be fully dead, but after such a long delay in development, it's highly unlikely the game will ever hit store shelves.
"Development of the Duke Nukem Trilogy is continuing as planned and further announcements about upcoming games will be made in the near future," according to a statement issued by Apogee Software.
News of the studio's closure is especially ironic as 3D Realms recently celebrated the 17th anniversary of its release of Wolfenstein 3D, which first hit the market in 1992.
quote: The 2001 trailer was 100% scripted cinematic, and not actual gameplay. They built specific demo maps just to record video from to make a trailer. Everything you see in that trailer was phony.The typical work flow there went something like this:Designer would be assigned a task (build a new map, rebuild an old map, polish a bit of a map, etc.). Designer would work on said task for two, three weeks, a month, all the while lower management would be looking over it and making sure it was going in a "good general direction." Designer would move on to another task. A month or two later upper management would finally look at the work and say, "It's all wrong, do it again." Rinse, repeat.Entire maps would be done from the ground up, almost to beta quality, and then thrown out simply because no one would make decisions early on in the process. (Read up on Valve's 'orange box' method of design -- that's how you make games)Another example [redacted] of is the fact that there was one part of one map that was being worked on before I started working there. Nineteen months later and the same designer was still working on the same part of that same map... I'm not blaming the designer, it wasn't his fault.I think the biggest problem that the company had in general is being self-funded. When you're a developer working directly with a publisher and you have milestones to meet it's a whole different ballgame. If you don't meet those milestones, you don't get any money. That right there will keep your project on schedule. If, however, you're funding it yourself, you don't really have anyone to answer to except yourself and you can quickly lose sight of just how much money is going out the door.