news\ Sep 27, 2011 at 4:18 pm

Why Duke Nukem Forever Was Delayed

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Last week it was announced that Duke Nukem Forever would suffer one more delay before finally being released. The news was revealed by Gearbox through a humorous video featuring the president and CEO of the company, Randy Pitchford. The game was pushed back to a June 14 release in North America.

“Duke never comes early": That was the tagline used by Gearbox for the delay. The cleverly produced video and generally clever handling of the delay made some believe that it was all one last ditch effort to get the game more attention before release. The delay was certainly reported just about everywhere, but Gearbox's Pitchford denies that it was a calculated move.

In an interview with Eurogamer, Pitchford explained the real reason for the delay: “There is always uncertainty and we use experience and trends to help us be predictive. We are not perfect when it comes to predicting uncertain outcomes, but we are perfect at being committed to our goals and working relentlessly towards them"—a vague way of saying they wanted to add one last layer of polish to the game.

“I think we may have been able to force May, but we think that would've introduced risks that would not have served gamers who have waited as long as we have to finally play Duke Nukem Forever," Pitchford explained. “The continued support of our fans does miracles for our morale and that drives quality and performance. It's for the fans that I am confident this slight schedule adjustment is the right thing to do.”

While waiting to release a polished Duke was why the game had been delayed eleventy-billion times before, I think this extension might be a good one. After all, if 3D Realms got to delay itself so many times, Gearbox deserves at least one opportunity, right?

About The Author
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Joe Donato Video games became an amazing, artful, interactive story-driven medium for me right around when I played Panzer Dragoon Saga on Sega Saturn. Ever since then, I've wanted to be a part of this industry. Somewhere along the line I, possibly foolishly, decided I'd rather write about them than actually make them. So here I am.
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