Who killed Duke Nukem?

John Biggs

Biggs is the East Coast Editor of TechCrunch. Biggs has written for the New York Times, InSync, USA Weekend, Popular Mechanics, Popular Science, Money and a number of other outlets on technology and wristwatches. He is the former editor-in-chief of Gizmodo.com and lives in Bay Ridge, Brooklyn. You can Tweet him here and G+ him here. Email him directly at... → Learn More

Tuesday, December 22nd, 2009

fail_duke_nukem11_f All in all, this year had very little vapor (I know, I know, but that wasn’t vapor). In honor of this year of solidity, Wired wrote a nice article about Duke Nukem Forever, one of the vaporest of vaporgames. The article discusses how success, not failure, doomed the game to oblivion. It’s hard to understand how great this game was when it came out.

Sales were explosive. The game was addictively fun and crammed with racy humor, including strippers you could tip (at which point they’d flash their pixelated boobs) and mutant pigs dressed in LAPD-like uniforms. Critics went fairly mad with praise. In most games, the world was static, but Duke Nukem players could interact with objects — they could get Duke to play pool or admire himself in a mirror (”Damn, I’m looking good!” he’d say). The title sold about 3.5 million copies, making Miller and Broussard straightforwardly wealthy.

In the end, after going through two engines and efforts to render more complex strippers, the game fell into spiral of improvements. This spiral, in the end, is what killed it. Not content to release just any game, they never ever released a game.

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