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Article View: alt.games.duke3d
Article #78365

Re: Duke 4 ever????

#78365
From: Adrian
Date: Thu, 14 Oct 2004 18:16
77 lines
3990 bytes
Fishy_stink_ho wrote:
> 9 years, 4 Quakes, 4 unreals, 2 halflifes, 4 Jedis No duke.  The
> shame. "Damn, this really pisses me off...."

A 3D Realms press release from 1997
<Picture: [3D Realms Logo]>

DUKE DOES QUAKE -- THE BIG QUESTION ANSWERED: WHY?

FOR IMMEDIATE RELEASE

Garland, TX - April 28, 1997

Here's why we didn't use our more advanced Prey engine to make Duke
Nukem Forever...



Garland, TX -- The big announcement leaked Friday night, scooped by
Jason Bates of PC Gamer Online, and immediately caused a shockwave
through Internet gaming newsgroups and IRC channels for Duke Nukem and
Quake. Today, GT Interactive made public this big news: Duke Nukem
Forever, the next all-new game starring icy confident, attitude busting,
Duke Nukem, will be created using id Software's leading-edge Quake
technology and tools.

3D Realms, at the same time, is developing Prey, a next-generation 3D
game using technology that skips over the technology seen in today's
current and soon-to-come 3D games.

This leads to the question being asked most about the Duke meets Quake
connection: Why is 3D Realms using the Quake technology rather than
using their own Prey technology?

Head of 3D Realms, George Broussard, responds: "It's a very good
question, but we have a very good answer. Our Prey technology is
predicated on 3D hardware, such as the 3DFX card and the Rendition card.
Prey will not work without the current best 3D cards on the market. When
Prey is released late in 1998 only then do we believe there will be
enough of an installed base to support sales of a high-end 3D hardware
game."

"Obviously, we considered developing Duke Nukem Forever with the Prey
engine," said Broussard, "but that would have put us in the position of
releasing both Prey and Duke at nearly the same time, and we didn't want
both games competing so close together and taking attention away from
each other. Both games would have been hurt under that scenario."

Scott Miller, head of Apogee, adds, "We want to give Prey as much space
as possible, so this meant getting Duke Forever done early in 1998, and
to do this we need a ready-to-go, track proven engine. I called Todd
Hollenshead, CEO of id Software, and got the ball rolling."

"We've actually been working on the game since January," said Miller,
"prototyping new effects, adding game features, models, weapons, etc.
We'll be showing Duke Forever in a back room at E3, at the GT
Interactive booth, which will be the press' first glimpse of the game.
Our goal is to release Duke Nukem Forever no later than mid-1998 and
Prey late that year, making 1998 a big year for us."

Broussard continues, "Duke Nukem Forever will have all of the
functionality of Quake and bring in the new Quake II functions, too,
including support for 3D hardware, colored lights, Internet multiplayer
capability (including a QuakeWorld similar setup) and other cool things
too soon to mention. The Quake engine is a joy to work with and players
have yet to see its full potential, which we plan to exploit. As Duke
would say: 'This is gonna rock!'."

For more information contact

Scott Miller: scottm@3drealms.com

George Broussard at georgeb@3drealms.com

[END]

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From: "Adrian" <anca@bigfoot.com>
Newsgroups: alt.games.duke3d
Subject: Re: Duke 4 ever????
Date: Thu, 14 Oct 2004 19:16:06 +0100
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