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Television Media Entertainment Games

3D Realms' Scott Miller Warns Warner 42

firstadopter.com writes "Scott Miller of 3D Realms, maker of Duke Nukem and non-maker of Duke Nukem Forever, is panning Warner Brothers' recent re-entry into the videogame industry. He cites the lack of focus of conglomerates and aversion to risk-taking on original brands as the heels of Warner's future downfall, suggesting of their new gaming division: 'Focused [game-only] publishers will always lead us in making the best games... It's just not as important for a [diversified into films/TV] company like Warner to really try hard in a area that, in the end, doesn't mean life or death to their company.'"
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3D Realms' Scott Miller Warns Warner

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  • Yea right (Score:5, Insightful)

    by AKnightCowboy ( 608632 ) on Wednesday March 17, 2004 @08:13AM (#8587553)
    3DRealms has been focused on Duke Nukem Forever for 5 or 6 years now and they still have nothing but vapor. They're hardly a company to talk about video gaming anymore since they can't even get a simple game out the door. License the damn Quake 3 engine and make Duke Nukem Forever with that instead of jumping around redesigning engines every year. 3DRealms is like a kid with ADD when it comes to their flagship character. The fun thing about Duke3d wasn't that it had great graphics (it didn't), but that you could hold up a buck to a stripper and say "shake it baby". We must have more of this in the next version!
  • DNF original? (Score:2, Insightful)

    by Roshin ( 637756 ) on Wednesday March 17, 2004 @08:30AM (#8587591)
    "He cites the lack of focus of conglomerates and aversion to risk-taking on original brands..." Original brands? Duke Nukem Forever..?
  • History lesson: (Score:4, Insightful)

    by Asprin ( 545477 ) <(moc.oohay) (ta) (dlonrasg)> on Wednesday March 17, 2004 @09:44AM (#8587865) Homepage Journal

    Doesn't he remember Atari? T-W owned that from '76-'86 [igs.net], their most profitable and inventive years when they made great games.

    /Tongue-very-nearly-almost-only-partially-in-cheek :)
  • Re:Yea right (Score:5, Insightful)

    by fredrikj ( 629833 ) on Wednesday March 17, 2004 @10:43AM (#8588252) Homepage
    I think Carmack stated in a Slashdot post about a year ago that writing a 400-page design document and following it down to the details is a really bad idea - a good game evolves out of thousands of design decisions that turn up along the way. Compare Tom Hall's original "Doom bible" written in 1992 with the end result, I don't want to think about how bad the game would have been if they had followed the original plan. I think Tropico's problem was lack of communication, not lack of a design document.
  • Re:Yea right (Score:3, Insightful)

    by Twylite ( 234238 ) <twylite&crypt,co,za> on Wednesday March 17, 2004 @10:58AM (#8588402) Homepage

    Unless your development team has only one member, you're interfacing to someone else's code.

    Designs are able to be changed. That's the whole point of using flexible patterns. But if you don't have a design to begin with then nobody knows where you are planning to end up, or has a framework in which to control the change.

    There is nothing special about game development that isn't part of any other software development process.

  • Comment removed (Score:4, Insightful)

    by account_deleted ( 4530225 ) on Wednesday March 17, 2004 @11:45AM (#8588786)
    Comment removed based on user account deletion

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