I think when any developer visits our studio, meets the people already here, and sees what we already have in place.well, it becomes an easy sell."īut will it really sell to gamers? And will Duke's popularity with aging gamers play a role in the success of DNF? Miller believes that it won't, or shouldn't matter at all: "These new developers have made a stunningly positive impact on the project. In the last 18 months we've taken a much more realistic look at the project, we've hired a truckload of experienced help, and I personally believe we are now on the right track.finally."Īccording to Miller, the Duke Nukem forever team is now 33 strong, and the experienced help of which he speaks refers to a number of developers from what he calls "several blockbuster projects." Our fault is that we set the bar too high, and we tried too hard to make the game to beat all games. I laugh (and cry) when I think about it, too. "First, we fully admit we're screwed up the development of DNF, and it's now an industry joke. (parent company of Apogee Software Ltd./3D Realms, original creators of the Duke Nukem series) takes most of the blame for the game's delay, but believes that development for the game is now well on the way to recovery: The vice president of Action Entertainment Inc. In a candid interview, Apogee's Scott Miller speaks about numerous topics, including the state of gaming, Apogee's success with recent titles, and a certain little game known as Duke Nukem Forever.ĭespite being known throughout the gaming world as a perpetual punchline, Scott Miller assures YouGamers in a multi-page interview that Duke Nukem Forever has been more or less ressurrected and is making good progress. Yep, you’ll be able to say this for Stadia: it had a pleasant pad.Duke Nukem Forever rises from the dead: Apogee's Scott Miller speaks out Which locked Stadia into the identical absurd state of affairs that OnLive was in, and that any cloud service positioning itself as a real competitor to consoles will discover itself in: asking the identical amount of cash for an inherently, clearly, inescapably worse expertise. The value to develop video games isn’t any completely different for cloud companies than it is for conventional consoles, and so the value to the client for entry to them can’t fairly be anticipated to be completely different both. For most individuals making that decision, their current video games and pal lists have been a part of the Playstation ecosystem and Stadia merely didn’t have an attractive sufficient providing to warrant making a way of life change.Įven a really profitable Ubisoft deal could not get bums on seats for Stadia. Was it a greater choice than merely maintaining your PS4? No, frankly. Was getting entry to Stadia cheaper and simpler than acquiring a PS5? Immensely. This was no much less true in 2022 as it was in 2011. $60 for a disc vs $60 for a glorified rental isn’t an equation that works in cloud gaming’s favour, even in a world saturated with digital libraries and completely normalised to the concept of them. And regardless of this, the pricing mannequin didn’t mirror this truth. It was, and is, an excellent idea, and the primary pitch for OnLive just about applies to the Stadia platform which died a decade later: think about by no means having to purchase new, by way of image high quality, enter lag, efficiency consistency, vulnerability to robust winds: you identify it. John was excited to inform me about OnLive, this unusual new idea that was going to disrupt the gaming enterprise, and I used to be excited to hear about it. The sheer gulf of wealth disparity between us didn’t appear to matter. Within seconds, it felt like a traditional chat with somebody you met down the pub. He might inform I’d by no means interviewed anybody earlier than, and knew how to set individuals comfortable. Spinale, although, was extraordinarily good. And all the time as a villain, even in exhibits produced by smooth-talking American businessmen.ġ0 years later, and EGX could be very completely different. The Eurogamer Expo (as it was nonetheless referred to as again then) of 2011 was kind of the begin of my profession in video games protection, and it began after I managed to get an interview with OnLive’s Senior Vice President John Spinale, a smooth-talking American businessman of the variety I had up to that time solely encountered by way of the medium of tv. It’s an odd full-circle second for me that the least shocking bombshell information of all time – Stadia’s unceremonious cancellation – lands only a week out from EGX.
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