<article>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#article09_12_22_1335205</id>
	<title>The Nuking of <em>Duke Nukem</em></title>
	<author>timothy</author>
	<datestamp>1261490460000</datestamp>
	<htmltext>Rick Bentley writes with more on the story behind the meltdown of <em>Duke Nukem Forever</em>, the game that will now live on only as a cautionary tale: <i>"Although the shutdown was <a href="http://games.slashdot.org/story/09/05/07/0146233/Duke-Nukem-For-Never">previously reported on Slashdot</a>, this new Wired article goes in-depth behind the scenes to paint a picture of a <a href="http://www.wired.com/magazine/2009/12/fail\_duke\_nukem/">mushroom cloud-sized implosion</a>.  Developers spending a decade in a career holding pattern for below market salary with 'profit sharing' incentives, no real project deadlines, a motion capture room apparently used to capture the motion of strippers (the new game was to take place in a strip club, owned by Duke, that gets attacked by aliens), and countless crestfallen fans. *Sniff*, I would have played that game."</i></htmltext>
<tokenext>Rick Bentley writes with more on the story behind the meltdown of Duke Nukem Forever , the game that will now live on only as a cautionary tale : " Although the shutdown was previously reported on Slashdot , this new Wired article goes in-depth behind the scenes to paint a picture of a mushroom cloud-sized implosion .
Developers spending a decade in a career holding pattern for below market salary with 'profit sharing ' incentives , no real project deadlines , a motion capture room apparently used to capture the motion of strippers ( the new game was to take place in a strip club , owned by Duke , that gets attacked by aliens ) , and countless crestfallen fans .
* Sniff * , I would have played that game .
"</tokentext>
<sentencetext>Rick Bentley writes with more on the story behind the meltdown of Duke Nukem Forever, the game that will now live on only as a cautionary tale: "Although the shutdown was previously reported on Slashdot, this new Wired article goes in-depth behind the scenes to paint a picture of a mushroom cloud-sized implosion.
Developers spending a decade in a career holding pattern for below market salary with 'profit sharing' incentives, no real project deadlines, a motion capture room apparently used to capture the motion of strippers (the new game was to take place in a strip club, owned by Duke, that gets attacked by aliens), and countless crestfallen fans.
*Sniff*, I would have played that game.
"</sentencetext>
</article>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523958</id>
	<title>I RTFA..</title>
	<author>Anonymous</author>
	<datestamp>1261499040000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>..and I think the article would of sucked unless they put the greyscale 3d piechart in it.</p></htmltext>
<tokenext>..and I think the article would of sucked unless they put the greyscale 3d piechart in it .</tokentext>
<sentencetext>..and I think the article would of sucked unless they put the greyscale 3d piechart in it.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30660886</id>
	<title>Re:Had To Laugh</title>
	<author>PipsqueakOnAP133</author>
	<datestamp>1231150980000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>That's easy: The Year of Linux on the Desktop.</p></htmltext>
<tokenext>That 's easy : The Year of Linux on the Desktop .</tokentext>
<sentencetext>That's easy: The Year of Linux on the Desktop.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30524280</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523184</id>
	<title>Damn!</title>
	<author>Anonymous</author>
	<datestamp>1261494720000</datestamp>
	<modclass>Funny</modclass>
	<modscore>4</modscore>
	<htmltext>I knew I shouldn't have pre-ordered back in 1999.</htmltext>
<tokenext>I knew I should n't have pre-ordered back in 1999 .</tokentext>
<sentencetext>I knew I shouldn't have pre-ordered back in 1999.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30532814</id>
	<title>Re:Vaporware Free software projects</title>
	<author>mjwx</author>
	<datestamp>1261506600000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><blockquote><div><p>I'll work on an open source project when my lawyer and my doctor start providing free consultations.</p></div></blockquote><p>

Mine <a href="http://en.wikipedia.org/wiki/Bulk\_billing" title="wikipedia.org">bulk bills</a> [wikipedia.org].<br> <br>

Now get to work.</p></div>
	</htmltext>
<tokenext>I 'll work on an open source project when my lawyer and my doctor start providing free consultations .
Mine bulk bills [ wikipedia.org ] .
Now get to work .</tokentext>
<sentencetext>I'll work on an open source project when my lawyer and my doctor start providing free consultations.
Mine bulk bills [wikipedia.org].
Now get to work.
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523882</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30526660</id>
	<title>Re:Sounds like they almost made 4 games</title>
	<author>Anonymous</author>
	<datestamp>1261511220000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>&gt; It sounds like, from the article, Broussard never really got the concept of iterative development.</p><p>Honestly, since a couple years into the game's development, I figured the whole affair seemed a bit... shady. Like Broussard was just using it to pull a salary for as long as he could string the company along, and the rest of the employees were kind of going along with it but never really getting anything done. It seemed to me that no company could be so incompetent and survive, yet they kept going on for so long. Every new twist of what little was reported about their dev process seemed to confirm my suspicions. Oh, firing everyone and starting over *again*? How convenient for the couple people still getting paid to "manage" this project...</p></htmltext>
<tokenext>&gt; It sounds like , from the article , Broussard never really got the concept of iterative development.Honestly , since a couple years into the game 's development , I figured the whole affair seemed a bit... shady. Like Broussard was just using it to pull a salary for as long as he could string the company along , and the rest of the employees were kind of going along with it but never really getting anything done .
It seemed to me that no company could be so incompetent and survive , yet they kept going on for so long .
Every new twist of what little was reported about their dev process seemed to confirm my suspicions .
Oh , firing everyone and starting over * again * ?
How convenient for the couple people still getting paid to " manage " this project.. .</tokentext>
<sentencetext>&gt; It sounds like, from the article, Broussard never really got the concept of iterative development.Honestly, since a couple years into the game's development, I figured the whole affair seemed a bit... shady. Like Broussard was just using it to pull a salary for as long as he could string the company along, and the rest of the employees were kind of going along with it but never really getting anything done.
It seemed to me that no company could be so incompetent and survive, yet they kept going on for so long.
Every new twist of what little was reported about their dev process seemed to confirm my suspicions.
Oh, firing everyone and starting over *again*?
How convenient for the couple people still getting paid to "manage" this project...</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523624</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30534328</id>
	<title>Re:as a kid</title>
	<author>Anonymous</author>
	<datestamp>1259762460000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>Eh... DN II sucked, though. The first trilogy was great, among the best games Apogee ever distributed (although I always died in the final fight in DN3 - damn spikes x.x), but DN II? I never got into it.</p><p>Duke Nukum (no typo) all the way, baby.</p></htmltext>
<tokenext>Eh... DN II sucked , though .
The first trilogy was great , among the best games Apogee ever distributed ( although I always died in the final fight in DN3 - damn spikes x.x ) , but DN II ?
I never got into it.Duke Nukum ( no typo ) all the way , baby .</tokentext>
<sentencetext>Eh... DN II sucked, though.
The first trilogy was great, among the best games Apogee ever distributed (although I always died in the final fight in DN3 - damn spikes x.x), but DN II?
I never got into it.Duke Nukum (no typo) all the way, baby.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523594</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30524010</id>
	<title>Success didn't kill DNF</title>
	<author>mrjb</author>
	<datestamp>1261499340000</datestamp>
	<modclass>Insightful</modclass>
	<modscore>4</modscore>
	<htmltext>There's another name for what killed DNF: "feature creep". Classic mistake. So is hiring extra people to work on a project that's already late.<br> <br>After reading the article, it's blindingly obvious that what really killed the project was nothing but bad project management.<br> <br> <a href="http://www.joelonsoftware.com/items/2009/09/23.html" title="joelonsoftware.com">"Shipping is a feature. A really important feature. Your product must have it."</a> [joelonsoftware.com]</htmltext>
<tokenext>There 's another name for what killed DNF : " feature creep " .
Classic mistake .
So is hiring extra people to work on a project that 's already late .
After reading the article , it 's blindingly obvious that what really killed the project was nothing but bad project management .
" Shipping is a feature .
A really important feature .
Your product must have it .
" [ joelonsoftware.com ]</tokentext>
<sentencetext>There's another name for what killed DNF: "feature creep".
Classic mistake.
So is hiring extra people to work on a project that's already late.
After reading the article, it's blindingly obvious that what really killed the project was nothing but bad project management.
"Shipping is a feature.
A really important feature.
Your product must have it.
" [joelonsoftware.com]</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30525500</id>
	<title>THQ at least knew when to put pencils down</title>
	<author>cyberguyd</author>
	<datestamp>1261506300000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>I remember when I first heard about S.T.A.L.K.E.R:Shadow of Chernobyl. Especially after I saw the movie that inspired the game (http://www.imdb.com/title/tt0079944/).   I was giddy with anticipation like DNF.  I followed the development but kept getting disappointed because they kept delaying as new engines came out and they rewrote the game to use those engines.  At some point you have to say, OK choose a branch and run it out and stop making changes.  Ultimately, this is what THQ did and they did produce an amazing game.  I think 3DRealms could have learned a lesson from them.  My number one rule of engineering: "You are never done, you just run out of time and/or money to make changes."</p><p>Too bad, when DN-3D came out it was my favorite replacing Doom II, but at least they both live on in the community.  The Duke will always be around FOREVER!!!</p></htmltext>
<tokenext>I remember when I first heard about S.T.A.L.K.E.R : Shadow of Chernobyl .
Especially after I saw the movie that inspired the game ( http : //www.imdb.com/title/tt0079944/ ) .
I was giddy with anticipation like DNF .
I followed the development but kept getting disappointed because they kept delaying as new engines came out and they rewrote the game to use those engines .
At some point you have to say , OK choose a branch and run it out and stop making changes .
Ultimately , this is what THQ did and they did produce an amazing game .
I think 3DRealms could have learned a lesson from them .
My number one rule of engineering : " You are never done , you just run out of time and/or money to make changes .
" Too bad , when DN-3D came out it was my favorite replacing Doom II , but at least they both live on in the community .
The Duke will always be around FOREVER ! !
!</tokentext>
<sentencetext>I remember when I first heard about S.T.A.L.K.E.R:Shadow of Chernobyl.
Especially after I saw the movie that inspired the game (http://www.imdb.com/title/tt0079944/).
I was giddy with anticipation like DNF.
I followed the development but kept getting disappointed because they kept delaying as new engines came out and they rewrote the game to use those engines.
At some point you have to say, OK choose a branch and run it out and stop making changes.
Ultimately, this is what THQ did and they did produce an amazing game.
I think 3DRealms could have learned a lesson from them.
My number one rule of engineering: "You are never done, you just run out of time and/or money to make changes.
"Too bad, when DN-3D came out it was my favorite replacing Doom II, but at least they both live on in the community.
The Duke will always be around FOREVER!!
!</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523174</id>
	<title>*nah* *nah* *nah*</title>
	<author>Anonymous</author>
	<datestamp>1261494660000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>I refuse to believe that they've cancled this...  *nah* *nah* *nah* I can't hear you..</p><p>AC - patiently holding my breath since 1997</p></htmltext>
<tokenext>I refuse to believe that they 've cancled this... * nah * * nah * * nah * I ca n't hear you..AC - patiently holding my breath since 1997</tokentext>
<sentencetext>I refuse to believe that they've cancled this...  *nah* *nah* *nah* I can't hear you..AC - patiently holding my breath since 1997</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523624</id>
	<title>Sounds like they almost made 4 games</title>
	<author>JSBiff</author>
	<datestamp>1261497240000</datestamp>
	<modclass>Insightful</modclass>
	<modscore>5</modscore>
	<htmltext><p>It sounds like, from the article, Broussard never really got the concept of iterative development. It sounds like 4 or times they had a game *almost* done, and then scrapped it. Why? I mean, on the one hand, I do understand the idea of not releasing crap that dilutes your 'name brand', but the article author seems to have indicated that every time they demo'ed their 'current' generation of tech, the crowd was wowed.</p><p>In the 10 years from 1998-2008 they could have released 4 or 5 great games, each one getting better than the last. Each one making some revenue to help you fund the next version. I've come to appreciate that developing software isn't a destination, it's a journey. Make a new version, give yourself a well-defined, finite set of new features, develop them, sell that version, then start working on the next version which adds all the cool features you just weren't able to work into the last version, but wished you had.</p><p>One of the points in the article was that they scrapped the Quake II engine for Unreal, because Q2 just couldn't render the outside deserts around Las Vegas the way they wanted. I think, faced with the same problem, I would have just said, "No outside levels in this version - if we can't make them look decent, don't make them at all; we'll do it in the next version" - although, possibly I could see that one reboot as being necessary - probably the game would have been really missing something if there were no outdoor environments. So, I could see that change could have been necessary, switching to Unreal, but once they switched, they should have committed to shipping *a* game based on that engine, and only worried about changing up engines once they started work on the *next* game, after shipping DNF.</p><p>Well, at least young'uns like me can learn from 3DR's mistake.</p></htmltext>
<tokenext>It sounds like , from the article , Broussard never really got the concept of iterative development .
It sounds like 4 or times they had a game * almost * done , and then scrapped it .
Why ? I mean , on the one hand , I do understand the idea of not releasing crap that dilutes your 'name brand ' , but the article author seems to have indicated that every time they demo'ed their 'current ' generation of tech , the crowd was wowed.In the 10 years from 1998-2008 they could have released 4 or 5 great games , each one getting better than the last .
Each one making some revenue to help you fund the next version .
I 've come to appreciate that developing software is n't a destination , it 's a journey .
Make a new version , give yourself a well-defined , finite set of new features , develop them , sell that version , then start working on the next version which adds all the cool features you just were n't able to work into the last version , but wished you had.One of the points in the article was that they scrapped the Quake II engine for Unreal , because Q2 just could n't render the outside deserts around Las Vegas the way they wanted .
I think , faced with the same problem , I would have just said , " No outside levels in this version - if we ca n't make them look decent , do n't make them at all ; we 'll do it in the next version " - although , possibly I could see that one reboot as being necessary - probably the game would have been really missing something if there were no outdoor environments .
So , I could see that change could have been necessary , switching to Unreal , but once they switched , they should have committed to shipping * a * game based on that engine , and only worried about changing up engines once they started work on the * next * game , after shipping DNF.Well , at least young'uns like me can learn from 3DR 's mistake .</tokentext>
<sentencetext>It sounds like, from the article, Broussard never really got the concept of iterative development.
It sounds like 4 or times they had a game *almost* done, and then scrapped it.
Why? I mean, on the one hand, I do understand the idea of not releasing crap that dilutes your 'name brand', but the article author seems to have indicated that every time they demo'ed their 'current' generation of tech, the crowd was wowed.In the 10 years from 1998-2008 they could have released 4 or 5 great games, each one getting better than the last.
Each one making some revenue to help you fund the next version.
I've come to appreciate that developing software isn't a destination, it's a journey.
Make a new version, give yourself a well-defined, finite set of new features, develop them, sell that version, then start working on the next version which adds all the cool features you just weren't able to work into the last version, but wished you had.One of the points in the article was that they scrapped the Quake II engine for Unreal, because Q2 just couldn't render the outside deserts around Las Vegas the way they wanted.
I think, faced with the same problem, I would have just said, "No outside levels in this version - if we can't make them look decent, don't make them at all; we'll do it in the next version" - although, possibly I could see that one reboot as being necessary - probably the game would have been really missing something if there were no outdoor environments.
So, I could see that change could have been necessary, switching to Unreal, but once they switched, they should have committed to shipping *a* game based on that engine, and only worried about changing up engines once they started work on the *next* game, after shipping DNF.Well, at least young'uns like me can learn from 3DR's mistake.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30528684</id>
	<title>From Personal Experience.</title>
	<author>John Sokol</author>
	<datestamp>1261475160000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>From personal experience I can tell you that mixing nerd programmer and stripped in one building doesn't mix.</p><p>The programmer who are generally desperate and lonely with teasing sluts that seldom put out, It the perfect mix to drive people over the edge.</p></htmltext>
<tokenext>From personal experience I can tell you that mixing nerd programmer and stripped in one building does n't mix.The programmer who are generally desperate and lonely with teasing sluts that seldom put out , It the perfect mix to drive people over the edge .</tokentext>
<sentencetext>From personal experience I can tell you that mixing nerd programmer and stripped in one building doesn't mix.The programmer who are generally desperate and lonely with teasing sluts that seldom put out, It the perfect mix to drive people over the edge.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523660</id>
	<title>Transcript : SCRUM, DUKE NUKEM</title>
	<author>tjstork</author>
	<datestamp>1261497420000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Developer 1 : Spent 12, Burned 0<br>Developer 2 : Spent 12, Burned 0<br>Developer 3 : Spent 12, Burned 0<br>Developer 4 : Spent 12, Burned 0<br>Developer 5 : Spent 12, Burned 0<br>Developer 6 : Spent 12, Burned 0<br>Scrum Master : We have sprint review coming up...<br>Developer 2 : So, we have 500 hours of capacity, and 0 tasks burned...</p><p>Repeat 60 times</p></htmltext>
<tokenext>Developer 1 : Spent 12 , Burned 0Developer 2 : Spent 12 , Burned 0Developer 3 : Spent 12 , Burned 0Developer 4 : Spent 12 , Burned 0Developer 5 : Spent 12 , Burned 0Developer 6 : Spent 12 , Burned 0Scrum Master : We have sprint review coming up...Developer 2 : So , we have 500 hours of capacity , and 0 tasks burned...Repeat 60 times</tokentext>
<sentencetext>Developer 1 : Spent 12, Burned 0Developer 2 : Spent 12, Burned 0Developer 3 : Spent 12, Burned 0Developer 4 : Spent 12, Burned 0Developer 5 : Spent 12, Burned 0Developer 6 : Spent 12, Burned 0Scrum Master : We have sprint review coming up...Developer 2 : So, we have 500 hours of capacity, and 0 tasks burned...Repeat 60 times</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30530462</id>
	<title>Such good memories too.</title>
	<author>Tolkien</author>
	<datestamp>1261482780000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>I for one am sad to see Duke go. I still remember being in the store, putting my hands on the box and buying Duke Nukem 3D, then being absolutely wowed when I got home. It's a shame Broussard couldn't get past his perfectionism. I'm sure each and every iteration of DNF was a masterpiece in its' own right yet he sat and pondered time and time again only to add "just one more brush stroke", repeating the cycle each time.<br>RIP Duke.<br>You... have.. been missed.</htmltext>
<tokenext>I for one am sad to see Duke go .
I still remember being in the store , putting my hands on the box and buying Duke Nukem 3D , then being absolutely wowed when I got home .
It 's a shame Broussard could n't get past his perfectionism .
I 'm sure each and every iteration of DNF was a masterpiece in its ' own right yet he sat and pondered time and time again only to add " just one more brush stroke " , repeating the cycle each time.RIP Duke.You... have.. been missed .</tokentext>
<sentencetext>I for one am sad to see Duke go.
I still remember being in the store, putting my hands on the box and buying Duke Nukem 3D, then being absolutely wowed when I got home.
It's a shame Broussard couldn't get past his perfectionism.
I'm sure each and every iteration of DNF was a masterpiece in its' own right yet he sat and pondered time and time again only to add "just one more brush stroke", repeating the cycle each time.RIP Duke.You... have.. been missed.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523690</id>
	<title>Re:as a kid</title>
	<author>elrous0</author>
	<datestamp>1261497540000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>I first discovered it when someone released a "The Shining" mod. I heard about it among some fans of the movie and bought it just for that mod (still one of the coolest mods ever, IMHO). And afterward, I actually played the main game and enjoyed that too. It's a great example of how fan mods can benefit a game greatly. Console makers should take heed and allow them for console games too.</htmltext>
<tokenext>I first discovered it when someone released a " The Shining " mod .
I heard about it among some fans of the movie and bought it just for that mod ( still one of the coolest mods ever , IMHO ) .
And afterward , I actually played the main game and enjoyed that too .
It 's a great example of how fan mods can benefit a game greatly .
Console makers should take heed and allow them for console games too .</tokentext>
<sentencetext>I first discovered it when someone released a "The Shining" mod.
I heard about it among some fans of the movie and bought it just for that mod (still one of the coolest mods ever, IMHO).
And afterward, I actually played the main game and enjoyed that too.
It's a great example of how fan mods can benefit a game greatly.
Console makers should take heed and allow them for console games too.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523092</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30524480</id>
	<title>Re:Had To Laugh</title>
	<author>elrous0</author>
	<datestamp>1261501500000</datestamp>
	<modclass>Insightful</modclass>
	<modscore>2</modscore>
	<htmltext>We'll be done when it's ready.</htmltext>
<tokenext>We 'll be done when it 's ready .</tokentext>
<sentencetext>We'll be done when it's ready.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523400</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30526118</id>
	<title>Re:Sounds like they almost made 4 games</title>
	<author>Blakey Rat</author>
	<datestamp>1261509180000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>I'll hand them the switch to Unreal, because Unreal really was *that much better* when it came out, and at that time they had no funding difficulties. But, man, you gotta put your damned foot down some time.</p><p>Whether they had gone Unreal or Quake, they could have put out iteratively improved Duke Nukem games as those engines released new versions for relatively little effort, and completely cleaned-up the PC games sales charts.</p><p>On the bright side, their unfinished Duke Nukem was probably better than the release of Daikatana... but then again, on the other hand, Daikatana *was* *released*.</p></htmltext>
<tokenext>I 'll hand them the switch to Unreal , because Unreal really was * that much better * when it came out , and at that time they had no funding difficulties .
But , man , you got ta put your damned foot down some time.Whether they had gone Unreal or Quake , they could have put out iteratively improved Duke Nukem games as those engines released new versions for relatively little effort , and completely cleaned-up the PC games sales charts.On the bright side , their unfinished Duke Nukem was probably better than the release of Daikatana... but then again , on the other hand , Daikatana * was * * released * .</tokentext>
<sentencetext>I'll hand them the switch to Unreal, because Unreal really was *that much better* when it came out, and at that time they had no funding difficulties.
But, man, you gotta put your damned foot down some time.Whether they had gone Unreal or Quake, they could have put out iteratively improved Duke Nukem games as those engines released new versions for relatively little effort, and completely cleaned-up the PC games sales charts.On the bright side, their unfinished Duke Nukem was probably better than the release of Daikatana... but then again, on the other hand, Daikatana *was* *released*.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523624</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30526484</id>
	<title>Re:An interesting followup...</title>
	<author>DerekLyons</author>
	<datestamp>1261510560000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>I suspect he's a blowhard - because he claims two different things; first he claims that "the story is missing facts", then he switches gears and claims "the story is based on false facts and unsupported assumptions".  He tried to get some cred, and when his bluff got called he blew it.</p></htmltext>
<tokenext>I suspect he 's a blowhard - because he claims two different things ; first he claims that " the story is missing facts " , then he switches gears and claims " the story is based on false facts and unsupported assumptions " .
He tried to get some cred , and when his bluff got called he blew it .</tokentext>
<sentencetext>I suspect he's a blowhard - because he claims two different things; first he claims that "the story is missing facts", then he switches gears and claims "the story is based on false facts and unsupported assumptions".
He tried to get some cred, and when his bluff got called he blew it.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30524344</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30527326</id>
	<title>Re:Vaporware Free software projects</title>
	<author>RAMMS+EIN</author>
	<datestamp>1261513560000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Just so you know, I use MaraDNS and I am very happy that you wrote it. As far as I am concerned, you have achieved my dream of writing some software that is really appreciated by those who use it. And since you have released it under an open-source license, this means you are one of the heroes of open-source. Congratulations, and thanks!</p></htmltext>
<tokenext>Just so you know , I use MaraDNS and I am very happy that you wrote it .
As far as I am concerned , you have achieved my dream of writing some software that is really appreciated by those who use it .
And since you have released it under an open-source license , this means you are one of the heroes of open-source .
Congratulations , and thanks !</tokentext>
<sentencetext>Just so you know, I use MaraDNS and I am very happy that you wrote it.
As far as I am concerned, you have achieved my dream of writing some software that is really appreciated by those who use it.
And since you have released it under an open-source license, this means you are one of the heroes of open-source.
Congratulations, and thanks!</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523336</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30524062</id>
	<title>Re:Both game developers and artists need money</title>
	<author>mcgrew</author>
	<datestamp>1261499700000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>2</modscore>
	<htmltext><p><i>Since people usually complain about music labels being evil, would game developers survive without publishers that pay their costs?</i></p><p>Apples vs oranges. The fact that record companies give advances to artists isn't what's evil. Ripping off those artists, suing their best customers, and DRM is what's evil about record companies.</p><p>Also, the record companies are no longer needed. In the past it was indeed prohibitively expensive to make a record, but the cost od digital recording has dropped to the point that recording and professionally duplicating 1,000 CDs costs less than a couple of good amplifiers or a drum set.</p></htmltext>
<tokenext>Since people usually complain about music labels being evil , would game developers survive without publishers that pay their costs ? Apples vs oranges .
The fact that record companies give advances to artists is n't what 's evil .
Ripping off those artists , suing their best customers , and DRM is what 's evil about record companies.Also , the record companies are no longer needed .
In the past it was indeed prohibitively expensive to make a record , but the cost od digital recording has dropped to the point that recording and professionally duplicating 1,000 CDs costs less than a couple of good amplifiers or a drum set .</tokentext>
<sentencetext>Since people usually complain about music labels being evil, would game developers survive without publishers that pay their costs?Apples vs oranges.
The fact that record companies give advances to artists isn't what's evil.
Ripping off those artists, suing their best customers, and DRM is what's evil about record companies.Also, the record companies are no longer needed.
In the past it was indeed prohibitively expensive to make a record, but the cost od digital recording has dropped to the point that recording and professionally duplicating 1,000 CDs costs less than a couple of good amplifiers or a drum set.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523178</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30525670</id>
	<title>Hahaha! You think this is the real Quaid?</title>
	<author>bit9</author>
	<datestamp>1261507200000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p> <a href="http://www.youtube.com/watch?v=fVjmFxCyv0E" title="youtube.com" rel="nofollow">It is.</a> [youtube.com]
</p><p>
Gotta love holographic decoys. Even the pretend ones.</p></htmltext>
<tokenext>It is .
[ youtube.com ] Got ta love holographic decoys .
Even the pretend ones .</tokentext>
<sentencetext> It is.
[youtube.com]

Gotta love holographic decoys.
Even the pretend ones.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523224</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30525802</id>
	<title>Re:Both game developers and artists need money</title>
	<author>Bakkster</author>
	<datestamp>1261507800000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p><div class="quote"><p>Also, the record companies are no longer needed. In the past it was indeed prohibitively expensive to make a record, but the cost od digital recording has dropped to the point that recording and professionally duplicating 1,000 CDs costs less than a couple of good amplifiers or a drum set.</p></div><p>They're no longer 'needed', but they are definitely helpful.  Access to a better studio (and more importantly, a better recording and mixing engineer) will give a better sound.  Getting sounds recorded to 1s and 0s is indeed easy to do well, but making it sound <strong>good</strong> is still a huge pain in the ass, especially if you don't know anything going into it (in other words, if you're indie).  The barrier to entry is smaller, but only if you don't need quality.
</p><p>If you don't believe me, look at a publication or forum dedicated to home recording.  The biggest question/topic is "how do you make [any instrument] sound good?" or "<a href="http://www.eqmag.com/article/10-ways-to/August-2009/98821" title="eqmag.com">10 tips for a better sound using [some tool]</a> [eqmag.com]".  If it was so easy and obvious, there wouldn't be so many questions on the topic.  When my band recorded several years back, I learned a lot, but the best I could do was make it sound like a decent demo.  If I got a few years of experience under my belt, I think maybe then I'd be able to get reasonable 'indie radio' sound, but it would never match a pro.  Access to these guys (on someone else's dime) will cement labels as a mainstay for those who are large enough to want to get on the radio, but haven't been around long enough to pay for their own professional recording help up front.
</p><p>And their PR tools are still going to beat whatever you can leverage on your own, even if you are a hit on last.fm, iTunes, et al.  There's an argument that record contracts will eventually be mostly for this PR package, but it still requires the band is able to finance their own professional studio with engineers.</p></div>
	</htmltext>
<tokenext>Also , the record companies are no longer needed .
In the past it was indeed prohibitively expensive to make a record , but the cost od digital recording has dropped to the point that recording and professionally duplicating 1,000 CDs costs less than a couple of good amplifiers or a drum set.They 're no longer 'needed ' , but they are definitely helpful .
Access to a better studio ( and more importantly , a better recording and mixing engineer ) will give a better sound .
Getting sounds recorded to 1s and 0s is indeed easy to do well , but making it sound good is still a huge pain in the ass , especially if you do n't know anything going into it ( in other words , if you 're indie ) .
The barrier to entry is smaller , but only if you do n't need quality .
If you do n't believe me , look at a publication or forum dedicated to home recording .
The biggest question/topic is " how do you make [ any instrument ] sound good ?
" or " 10 tips for a better sound using [ some tool ] [ eqmag.com ] " .
If it was so easy and obvious , there would n't be so many questions on the topic .
When my band recorded several years back , I learned a lot , but the best I could do was make it sound like a decent demo .
If I got a few years of experience under my belt , I think maybe then I 'd be able to get reasonable 'indie radio ' sound , but it would never match a pro .
Access to these guys ( on someone else 's dime ) will cement labels as a mainstay for those who are large enough to want to get on the radio , but have n't been around long enough to pay for their own professional recording help up front .
And their PR tools are still going to beat whatever you can leverage on your own , even if you are a hit on last.fm , iTunes , et al .
There 's an argument that record contracts will eventually be mostly for this PR package , but it still requires the band is able to finance their own professional studio with engineers .</tokentext>
<sentencetext>Also, the record companies are no longer needed.
In the past it was indeed prohibitively expensive to make a record, but the cost od digital recording has dropped to the point that recording and professionally duplicating 1,000 CDs costs less than a couple of good amplifiers or a drum set.They're no longer 'needed', but they are definitely helpful.
Access to a better studio (and more importantly, a better recording and mixing engineer) will give a better sound.
Getting sounds recorded to 1s and 0s is indeed easy to do well, but making it sound good is still a huge pain in the ass, especially if you don't know anything going into it (in other words, if you're indie).
The barrier to entry is smaller, but only if you don't need quality.
If you don't believe me, look at a publication or forum dedicated to home recording.
The biggest question/topic is "how do you make [any instrument] sound good?
" or "10 tips for a better sound using [some tool] [eqmag.com]".
If it was so easy and obvious, there wouldn't be so many questions on the topic.
When my band recorded several years back, I learned a lot, but the best I could do was make it sound like a decent demo.
If I got a few years of experience under my belt, I think maybe then I'd be able to get reasonable 'indie radio' sound, but it would never match a pro.
Access to these guys (on someone else's dime) will cement labels as a mainstay for those who are large enough to want to get on the radio, but haven't been around long enough to pay for their own professional recording help up front.
And their PR tools are still going to beat whatever you can leverage on your own, even if you are a hit on last.fm, iTunes, et al.
There's an argument that record contracts will eventually be mostly for this PR package, but it still requires the band is able to finance their own professional studio with engineers.
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30524062</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523976</id>
	<title>Re:Sounds like they almost made 4 games</title>
	<author>alen</author>
	<datestamp>1261499160000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>reminds me of someone i know that bought all the electronics as soon as they came out. think when DVD first came out and players cost $1000.</p><p>in the 1990's he refused to buy a computer because he said he was waiting for his ultimate one to be available</p></htmltext>
<tokenext>reminds me of someone i know that bought all the electronics as soon as they came out .
think when DVD first came out and players cost $ 1000.in the 1990 's he refused to buy a computer because he said he was waiting for his ultimate one to be available</tokentext>
<sentencetext>reminds me of someone i know that bought all the electronics as soon as they came out.
think when DVD first came out and players cost $1000.in the 1990's he refused to buy a computer because he said he was waiting for his ultimate one to be available</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523624</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30525684</id>
	<title>Re:The especially sad part is that</title>
	<author>Anonymous</author>
	<datestamp>1261507260000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>You can start programming an open source clone right now, and you'd probably be done before DNF would have ever finished.</p></htmltext>
<tokenext>You can start programming an open source clone right now , and you 'd probably be done before DNF would have ever finished .</tokentext>
<sentencetext>You can start programming an open source clone right now, and you'd probably be done before DNF would have ever finished.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30524746</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523344</id>
	<title>Re:Never mind the sourcecode</title>
	<author>Anonymous</author>
	<datestamp>1261495740000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>"where is the motion capture data from the strippers"</p><p>Yep.  +5 Insightful.  Awesome.</p></htmltext>
<tokenext>" where is the motion capture data from the strippers " Yep .
+ 5 Insightful .
Awesome .</tokentext>
<sentencetext>"where is the motion capture data from the strippers"Yep.
+5 Insightful.
Awesome.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523146</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30524200</id>
	<title>Quick Question</title>
	<author>Monkeedude1212</author>
	<datestamp>1261500180000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Not that I have any riches right now, but one day I might.</p><p>So just to beg the question, how much would the rights to Duke Nukem Cost?</p><p>I can see alot more than just a video game in 10 years, when Duke's status has all but been tarnished, where he will once again rise to the top of the entertainment industry. I see a new Video game, a completely original blockbuster trilogy, and his face and silly slogans slapped on every lunchbox from here to Taiwan.</p><p>I don't know about you guys, but I wouldn't mind someone milking this franchise for all it's worth. Really, how much more terrible could they make it, and so long as the special effects are there and the uncanny delivery of a few witty lines, this thing will be golden.</p></htmltext>
<tokenext>Not that I have any riches right now , but one day I might.So just to beg the question , how much would the rights to Duke Nukem Cost ? I can see alot more than just a video game in 10 years , when Duke 's status has all but been tarnished , where he will once again rise to the top of the entertainment industry .
I see a new Video game , a completely original blockbuster trilogy , and his face and silly slogans slapped on every lunchbox from here to Taiwan.I do n't know about you guys , but I would n't mind someone milking this franchise for all it 's worth .
Really , how much more terrible could they make it , and so long as the special effects are there and the uncanny delivery of a few witty lines , this thing will be golden .</tokentext>
<sentencetext>Not that I have any riches right now, but one day I might.So just to beg the question, how much would the rights to Duke Nukem Cost?I can see alot more than just a video game in 10 years, when Duke's status has all but been tarnished, where he will once again rise to the top of the entertainment industry.
I see a new Video game, a completely original blockbuster trilogy, and his face and silly slogans slapped on every lunchbox from here to Taiwan.I don't know about you guys, but I wouldn't mind someone milking this franchise for all it's worth.
Really, how much more terrible could they make it, and so long as the special effects are there and the uncanny delivery of a few witty lines, this thing will be golden.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30533432</id>
	<title>Re:Developers with style</title>
	<author>riT-k0MA</author>
	<datestamp>1259787480000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>So um... What happened to the motion-capture videos? &gt;.&gt;</htmltext>
<tokenext>So um... What happened to the motion-capture videos ?
&gt; . &gt;</tokentext>
<sentencetext>So um... What happened to the motion-capture videos?
&gt;.&gt;</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523090</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523358</id>
	<title>It's time to</title>
	<author>Scr3wFace</author>
	<datestamp>1261495800000</datestamp>
	<modclass>Funny</modclass>
	<modscore>4</modscore>
	<htmltext>Kick ass and chew bubble gum,  Damn I'm all out of money!</htmltext>
<tokenext>Kick ass and chew bubble gum , Damn I 'm all out of money !</tokentext>
<sentencetext>Kick ass and chew bubble gum,  Damn I'm all out of money!</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523146</id>
	<title>Never mind the sourcecode</title>
	<author>BorgDrone</author>
	<datestamp>1261494480000</datestamp>
	<modclass>Insightful</modclass>
	<modscore>5</modscore>
	<htmltext><p>Now the game is cancelled, can they at least release the data from the motion-captured strippers ?</p></htmltext>
<tokenext>Now the game is cancelled , can they at least release the data from the motion-captured strippers ?</tokentext>
<sentencetext>Now the game is cancelled, can they at least release the data from the motion-captured strippers ?</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30526262</id>
	<title>Re:Both game developers and artists need money</title>
	<author>metamatic</author>
	<datestamp>1261509780000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><blockquote><div><p>Unfortunately, it was beat to the market by Unreal Tournament and Quake 3 (November and December 1999, respectively) and so the graphics for it seemed "antiquated" when it was released in May 2000.</p></div></blockquote><p>And that's the big problem with chasing the FPS market. It's a non-stop treadmill of graphics technology upgrades with very little room for innovation in game design.</p></div>
	</htmltext>
<tokenext>Unfortunately , it was beat to the market by Unreal Tournament and Quake 3 ( November and December 1999 , respectively ) and so the graphics for it seemed " antiquated " when it was released in May 2000.And that 's the big problem with chasing the FPS market .
It 's a non-stop treadmill of graphics technology upgrades with very little room for innovation in game design .</tokentext>
<sentencetext>Unfortunately, it was beat to the market by Unreal Tournament and Quake 3 (November and December 1999, respectively) and so the graphics for it seemed "antiquated" when it was released in May 2000.And that's the big problem with chasing the FPS market.
It's a non-stop treadmill of graphics technology upgrades with very little room for innovation in game design.
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30524274</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30524354</id>
	<title>Wow</title>
	<author>burris</author>
	<datestamp>1261500960000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Apparently, they really were working on DNF all this time.  I thought for sure it was just a joke on the industry and a way to drum up publicity every couple of years while they worked/published real titles.</p></htmltext>
<tokenext>Apparently , they really were working on DNF all this time .
I thought for sure it was just a joke on the industry and a way to drum up publicity every couple of years while they worked/published real titles .</tokentext>
<sentencetext>Apparently, they really were working on DNF all this time.
I thought for sure it was just a joke on the industry and a way to drum up publicity every couple of years while they worked/published real titles.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30524408</id>
	<title>Ken Silverman and Levelord</title>
	<author>uncleroot</author>
	<datestamp>1261501200000</datestamp>
	<modclass>Informativ</modclass>
	<modscore>5</modscore>
	<htmltext>The part of the story that needs to be talked about a bit more is the under-recognized talent that worked on Duke 3D and made it so much fun.  3D Realms got lucky once because of a brilliant young programmer named Ken Silverman

<a href="http://www.advsys.net/ken/" title="advsys.net" rel="nofollow">http://www.advsys.net/ken/</a> [advsys.net]

who wrote the engine while he was still in high school, and the talents of their design team, people like Levelord

<a href="http://en.wikipedia.org/wiki/Richard\_Gray\_(game\_designer)" title="wikipedia.org" rel="nofollow">http://en.wikipedia.org/wiki/Richard\_Gray\_(game\_designer)</a> [wikipedia.org]

and others.  The management of the company took credit for the success of Duke 3D.  But once the talent left, management lived for years off the residual income from the various Duke ports and publisher advances while showing their utter lack of competence by being unable to ship a single product.  While we mourn Duke and scorn Broussard and Miller let's remember the fine work of the team.  Good work, guys!</htmltext>
<tokenext>The part of the story that needs to be talked about a bit more is the under-recognized talent that worked on Duke 3D and made it so much fun .
3D Realms got lucky once because of a brilliant young programmer named Ken Silverman http : //www.advsys.net/ken/ [ advsys.net ] who wrote the engine while he was still in high school , and the talents of their design team , people like Levelord http : //en.wikipedia.org/wiki/Richard \ _Gray \ _ ( game \ _designer ) [ wikipedia.org ] and others .
The management of the company took credit for the success of Duke 3D .
But once the talent left , management lived for years off the residual income from the various Duke ports and publisher advances while showing their utter lack of competence by being unable to ship a single product .
While we mourn Duke and scorn Broussard and Miller let 's remember the fine work of the team .
Good work , guys !</tokentext>
<sentencetext>The part of the story that needs to be talked about a bit more is the under-recognized talent that worked on Duke 3D and made it so much fun.
3D Realms got lucky once because of a brilliant young programmer named Ken Silverman

http://www.advsys.net/ken/ [advsys.net]

who wrote the engine while he was still in high school, and the talents of their design team, people like Levelord

http://en.wikipedia.org/wiki/Richard\_Gray\_(game\_designer) [wikipedia.org]

and others.
The management of the company took credit for the success of Duke 3D.
But once the talent left, management lived for years off the residual income from the various Duke ports and publisher advances while showing their utter lack of competence by being unable to ship a single product.
While we mourn Duke and scorn Broussard and Miller let's remember the fine work of the team.
Good work, guys!</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30551886</id>
	<title>Profit?</title>
	<author>Anonymous</author>
	<datestamp>1261769460000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>So how much did the Duke Nukem franchise make?  There were a lot of releases prior to "Forever."</p><p>Was there profit in the end?   Was the net about to redline, so they pulled the plug?</p><p>Riding the coat tails of a name is only good for so long.   Just release a Duke like game, but give him darker skin/hair and and call him The Shaq.    Yea.</p></htmltext>
<tokenext>So how much did the Duke Nukem franchise make ?
There were a lot of releases prior to " Forever .
" Was there profit in the end ?
Was the net about to redline , so they pulled the plug ? Riding the coat tails of a name is only good for so long .
Just release a Duke like game , but give him darker skin/hair and and call him The Shaq .
Yea .</tokentext>
<sentencetext>So how much did the Duke Nukem franchise make?
There were a lot of releases prior to "Forever.
"Was there profit in the end?
Was the net about to redline, so they pulled the plug?Riding the coat tails of a name is only good for so long.
Just release a Duke like game, but give him darker skin/hair and and call him The Shaq.
Yea.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30527240</id>
	<title>Logo is upside down</title>
	<author>Russ1642</author>
	<datestamp>1261513320000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>Not surprised that they failed considering they couldn't even figure out which way is up on a radiation symbol.</htmltext>
<tokenext>Not surprised that they failed considering they could n't even figure out which way is up on a radiation symbol .</tokentext>
<sentencetext>Not surprised that they failed considering they couldn't even figure out which way is up on a radiation symbol.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30524280</id>
	<title>Re:Had To Laugh</title>
	<author>Opportunist</author>
	<datestamp>1261500540000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>3</modscore>
	<htmltext><p>It's one of the most treasured running gags on<nobr> <wbr></nobr>/. It's way more treasured than Natalie Portman, a Beowulf cluster or our sharks with friggin' lasers could ever be. It's one of the oldest ones, old enough that even the ancients here can barely remember a time without it.</p><p>And now, it's gone. We have to find a new idiom for something that will be released bundled with $current\_topic\_considered\_vaporware.</p></htmltext>
<tokenext>It 's one of the most treasured running gags on / .
It 's way more treasured than Natalie Portman , a Beowulf cluster or our sharks with friggin ' lasers could ever be .
It 's one of the oldest ones , old enough that even the ancients here can barely remember a time without it.And now , it 's gone .
We have to find a new idiom for something that will be released bundled with $ current \ _topic \ _considered \ _vaporware .</tokentext>
<sentencetext>It's one of the most treasured running gags on /.
It's way more treasured than Natalie Portman, a Beowulf cluster or our sharks with friggin' lasers could ever be.
It's one of the oldest ones, old enough that even the ancients here can barely remember a time without it.And now, it's gone.
We have to find a new idiom for something that will be released bundled with $current\_topic\_considered\_vaporware.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523400</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30526558</id>
	<title>Re:Had To Laugh</title>
	<author>DerekLyons</author>
	<datestamp>1261510800000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>I was thinking pretty much the same thing.  Endless rumors of DNF were a staple of Slashdot stories for years.  And now that it will never happen, it appears endless rehashes of the story will be staples for the foreseeable future.<br>
&nbsp; <br>On top of which, despite the allusions to 'insider information' in the opening paragraphs...  There really wasn't anything new or interesting in the article.</p></htmltext>
<tokenext>I was thinking pretty much the same thing .
Endless rumors of DNF were a staple of Slashdot stories for years .
And now that it will never happen , it appears endless rehashes of the story will be staples for the foreseeable future .
  On top of which , despite the allusions to 'insider information ' in the opening paragraphs... There really was n't anything new or interesting in the article .</tokentext>
<sentencetext>I was thinking pretty much the same thing.
Endless rumors of DNF were a staple of Slashdot stories for years.
And now that it will never happen, it appears endless rehashes of the story will be staples for the foreseeable future.
  On top of which, despite the allusions to 'insider information' in the opening paragraphs...  There really wasn't anything new or interesting in the article.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523400</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30532466</id>
	<title>I lost my shirt by always betting on Duke!</title>
	<author>mykos</author>
	<datestamp>1261501680000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>Dammit.  I need better financial advice.</htmltext>
<tokenext>Dammit .
I need better financial advice .</tokentext>
<sentencetext>Dammit.
I need better financial advice.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523446</id>
	<title>Re:Both game developers and artists need money</title>
	<author>jeffmeden</author>
	<datestamp>1261496340000</datestamp>
	<modclass>Insightful</modclass>
	<modscore>4</modscore>
	<htmltext><p>I think the point to that statement was that getting the money up front usually tied the artist (game or music) in to deliver on someone elses' timeline, which in this case is what DNF needed more than anything else since even a stream of crappy, poorly selling titles would have been better than, well, nothing.</p><p>It highlights the cautionary tale that DNF has become:  don't let a mountain of cash take your eye off the development process that usually ends when the investors tighten the leash and say its time to start paying back, since that part is only avoidable if you want to fade into oblivion with nothing to show for it.</p></htmltext>
<tokenext>I think the point to that statement was that getting the money up front usually tied the artist ( game or music ) in to deliver on someone elses ' timeline , which in this case is what DNF needed more than anything else since even a stream of crappy , poorly selling titles would have been better than , well , nothing.It highlights the cautionary tale that DNF has become : do n't let a mountain of cash take your eye off the development process that usually ends when the investors tighten the leash and say its time to start paying back , since that part is only avoidable if you want to fade into oblivion with nothing to show for it .</tokentext>
<sentencetext>I think the point to that statement was that getting the money up front usually tied the artist (game or music) in to deliver on someone elses' timeline, which in this case is what DNF needed more than anything else since even a stream of crappy, poorly selling titles would have been better than, well, nothing.It highlights the cautionary tale that DNF has become:  don't let a mountain of cash take your eye off the development process that usually ends when the investors tighten the leash and say its time to start paying back, since that part is only avoidable if you want to fade into oblivion with nothing to show for it.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523178</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523844</id>
	<title>Re:Vaporware Free software projects</title>
	<author>Eil</author>
	<datestamp>1261498440000</datestamp>
	<modclass>Funny</modclass>
	<modscore>4</modscore>
	<htmltext><p>The project was put on hold in 2008 while I got out of the Slashdot-posting basement and looked for a girlfriend. I finally got one around the end of 2008,</p><p>Wow... phrased like that, getting a girlfriend is like a side quest in the RPG of your life.</p></htmltext>
<tokenext>The project was put on hold in 2008 while I got out of the Slashdot-posting basement and looked for a girlfriend .
I finally got one around the end of 2008,Wow... phrased like that , getting a girlfriend is like a side quest in the RPG of your life .</tokentext>
<sentencetext>The project was put on hold in 2008 while I got out of the Slashdot-posting basement and looked for a girlfriend.
I finally got one around the end of 2008,Wow... phrased like that, getting a girlfriend is like a side quest in the RPG of your life.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523336</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30524344</id>
	<title>An interesting followup...</title>
	<author>Schnapple</author>
	<datestamp>1261500900000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>4</modscore>
	<htmltext>One of the sites mentioned in the story is <a href="http://www.shacknews.com/" title="shacknews.com">Shacknews</a> [shacknews.com], a Dallas-based site frequented by hardcore gamers and whose initial primary subject matter was the FPS games from the era when <i>Duke Nukem 3D</i> was initially popular. George Broussard posts there under the handle <a href="http://www.shacknews.com/profile/GeorgeB3DR" title="shacknews.com">GeorgeB3DR</a> [shacknews.com].<br>
<br>
Someone posted a link to the WIRED story yesterday and one of the responses was from <a href="http://www.shacknews.com/profile/jason+bergman" title="shacknews.com">Jason Bergman</a> [shacknews.com] who worked for Shacknews at one point as a writer and later moved on to Take Two and now works for Bethesda. In the discussion he <a href="http://www.shacknews.com/laryn.x?id=21713123#itemanchor\_21713123" title="shacknews.com">posted</a> [shacknews.com]:<blockquote><div><p> <i>That article is missing a LOT of facts. Until the lawsuit is settled, you won't know the full story.</i></p></div> </blockquote><p>
Which naturally got the "Well how could you even know?" response, to which he <a href="http://www.shacknews.com/laryn.x?id=21713411#itemanchor\_21713411" title="shacknews.com">responded</a> [shacknews.com]:</p><blockquote><div><p> <i>I was the producer at take two on dnf. So yes. Yes I know the real story. This article has a few things that are blatantly false, and others that are assumptions from people who weren't there.</i></p></div> </blockquote><p>

Granted this is from someone who used to work at Take Two, which is the company somewhat demonized in the article, so there may be some bias in play there, but it sounds like some of the stuff in this article may just be flat wrong.<br>
<br>
That said, this article is probably the best it can be under the circumstances, given that no one can really talk too much about it because of the lawsuit.</p></div>
	</htmltext>
<tokenext>One of the sites mentioned in the story is Shacknews [ shacknews.com ] , a Dallas-based site frequented by hardcore gamers and whose initial primary subject matter was the FPS games from the era when Duke Nukem 3D was initially popular .
George Broussard posts there under the handle GeorgeB3DR [ shacknews.com ] .
Someone posted a link to the WIRED story yesterday and one of the responses was from Jason Bergman [ shacknews.com ] who worked for Shacknews at one point as a writer and later moved on to Take Two and now works for Bethesda .
In the discussion he posted [ shacknews.com ] : That article is missing a LOT of facts .
Until the lawsuit is settled , you wo n't know the full story .
Which naturally got the " Well how could you even know ?
" response , to which he responded [ shacknews.com ] : I was the producer at take two on dnf .
So yes .
Yes I know the real story .
This article has a few things that are blatantly false , and others that are assumptions from people who were n't there .
Granted this is from someone who used to work at Take Two , which is the company somewhat demonized in the article , so there may be some bias in play there , but it sounds like some of the stuff in this article may just be flat wrong .
That said , this article is probably the best it can be under the circumstances , given that no one can really talk too much about it because of the lawsuit .</tokentext>
<sentencetext>One of the sites mentioned in the story is Shacknews [shacknews.com], a Dallas-based site frequented by hardcore gamers and whose initial primary subject matter was the FPS games from the era when Duke Nukem 3D was initially popular.
George Broussard posts there under the handle GeorgeB3DR [shacknews.com].
Someone posted a link to the WIRED story yesterday and one of the responses was from Jason Bergman [shacknews.com] who worked for Shacknews at one point as a writer and later moved on to Take Two and now works for Bethesda.
In the discussion he posted [shacknews.com]: That article is missing a LOT of facts.
Until the lawsuit is settled, you won't know the full story.
Which naturally got the "Well how could you even know?
" response, to which he responded [shacknews.com]: I was the producer at take two on dnf.
So yes.
Yes I know the real story.
This article has a few things that are blatantly false, and others that are assumptions from people who weren't there.
Granted this is from someone who used to work at Take Two, which is the company somewhat demonized in the article, so there may be some bias in play there, but it sounds like some of the stuff in this article may just be flat wrong.
That said, this article is probably the best it can be under the circumstances, given that no one can really talk too much about it because of the lawsuit.
	</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30533192</id>
	<title>Re:Both game developers and artists need money</title>
	<author>Anonymous</author>
	<datestamp>1261511520000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>I'm sure it's been pointed out many times before, but just in case it hasn't: In racing, DNF stands for "did not finish". How apt.</p></htmltext>
<tokenext>I 'm sure it 's been pointed out many times before , but just in case it has n't : In racing , DNF stands for " did not finish " .
How apt .</tokentext>
<sentencetext>I'm sure it's been pointed out many times before, but just in case it hasn't: In racing, DNF stands for "did not finish".
How apt.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523446</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523622</id>
	<title>ALWAYS BET ON DUKE</title>
	<author>soupforare</author>
	<datestamp>1261497240000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>3</modscore>
	<htmltext><p>Tycho said it best, "...there are lessons about what makes for good play still bottled up in Duke Nukem 3D, lessons haven't truly informed the last thirteen years of industry progress."  If anything at all comes from the DNF fiasco, I hope that some younger gamers (and developers!) go back and give D3D a playthrough.<br>Maybe it's not as great as we remember but it sure as hell deserved a better fate than it got.</p></htmltext>
<tokenext>Tycho said it best , " ...there are lessons about what makes for good play still bottled up in Duke Nukem 3D , lessons have n't truly informed the last thirteen years of industry progress .
" If anything at all comes from the DNF fiasco , I hope that some younger gamers ( and developers !
) go back and give D3D a playthrough.Maybe it 's not as great as we remember but it sure as hell deserved a better fate than it got .</tokentext>
<sentencetext>Tycho said it best, "...there are lessons about what makes for good play still bottled up in Duke Nukem 3D, lessons haven't truly informed the last thirteen years of industry progress.
"  If anything at all comes from the DNF fiasco, I hope that some younger gamers (and developers!
) go back and give D3D a playthrough.Maybe it's not as great as we remember but it sure as hell deserved a better fate than it got.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30530870</id>
	<title>Stop it, STOP STOP, STOP STOP STOP  STOP!</title>
	<author>AbRASiON</author>
	<datestamp>1261485240000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>We're sick and tired of hearing about it, it's over - it's finished, it's gone, finally!<br>Can we not bring it up again? Ever? Just let it go, it was a joke, it's not even worth discussing.<br>I'm so tired of seeing articles or comments regarding this game, there should be none, ever.</p><p>It really doesn't deserve the press it's gotten and like a whining little kid throwing a tantrum in McDonalds, it should be escorted out and forgotten promptly.<br>Good riddance.</p></htmltext>
<tokenext>We 're sick and tired of hearing about it , it 's over - it 's finished , it 's gone , finally ! Can we not bring it up again ?
Ever ? Just let it go , it was a joke , it 's not even worth discussing.I 'm so tired of seeing articles or comments regarding this game , there should be none , ever.It really does n't deserve the press it 's gotten and like a whining little kid throwing a tantrum in McDonalds , it should be escorted out and forgotten promptly.Good riddance .</tokentext>
<sentencetext>We're sick and tired of hearing about it, it's over - it's finished, it's gone, finally!Can we not bring it up again?
Ever? Just let it go, it was a joke, it's not even worth discussing.I'm so tired of seeing articles or comments regarding this game, there should be none, ever.It really doesn't deserve the press it's gotten and like a whining little kid throwing a tantrum in McDonalds, it should be escorted out and forgotten promptly.Good riddance.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30532510</id>
	<title>Duke Nukem Trilogy</title>
	<author>Anonymous</author>
	<datestamp>1261502100000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>I wonder when we're going to get some substantive material on the DS/PSP Duke Nukem games.</p></htmltext>
<tokenext>I wonder when we 're going to get some substantive material on the DS/PSP Duke Nukem games .</tokentext>
<sentencetext>I wonder when we're going to get some substantive material on the DS/PSP Duke Nukem games.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30529680</id>
	<title>Re:Both game developers and artists need money</title>
	<author>thePowerOfGrayskull</author>
	<datestamp>1261479240000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p><div class="quote"><p>Sure, indie's do, but look at what happened to 3D Realms too, and they even financed lots from their own past revenue</p></div><p>What happened to 3d realms had nothing to do with their lack of publisher, and everything to do with  management's lack of  discipline and concrete vision.   That being said, this is something that can plague a lot of companies run by developers -- a lack of project management skills.  However, a publisher seems like an expensive way of hiring a project manager with a backbone...</p></div>
	</htmltext>
<tokenext>Sure , indie 's do , but look at what happened to 3D Realms too , and they even financed lots from their own past revenueWhat happened to 3d realms had nothing to do with their lack of publisher , and everything to do with management 's lack of discipline and concrete vision .
That being said , this is something that can plague a lot of companies run by developers -- a lack of project management skills .
However , a publisher seems like an expensive way of hiring a project manager with a backbone.. .</tokentext>
<sentencetext>Sure, indie's do, but look at what happened to 3D Realms too, and they even financed lots from their own past revenueWhat happened to 3d realms had nothing to do with their lack of publisher, and everything to do with  management's lack of  discipline and concrete vision.
That being said, this is something that can plague a lot of companies run by developers -- a lack of project management skills.
However, a publisher seems like an expensive way of hiring a project manager with a backbone...
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523178</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30526806</id>
	<title>Re:Never mind the sourcecode</title>
	<author>ca111a</author>
	<datestamp>1261511640000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>The Strippers Motion Association of America holds a copyright on those.
But there still might be a way to capture that data live for $20 or so...</htmltext>
<tokenext>The Strippers Motion Association of America holds a copyright on those .
But there still might be a way to capture that data live for $ 20 or so.. .</tokentext>
<sentencetext>The Strippers Motion Association of America holds a copyright on those.
But there still might be a way to capture that data live for $20 or so...</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523146</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523426</id>
	<title>Re:Developers with style</title>
	<author>g0bshiTe</author>
	<datestamp>1261496160000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>Would that be considered a job perc?</htmltext>
<tokenext>Would that be considered a job perc ?</tokentext>
<sentencetext>Would that be considered a job perc?</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523090</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30525624</id>
	<title>DNF = Did not finish</title>
	<author>Anonymous</author>
	<datestamp>1261506900000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>So can someone edit wikipedia for me to read DNF = Did Not Finish?</p></htmltext>
<tokenext>So can someone edit wikipedia for me to read DNF = Did Not Finish ?</tokentext>
<sentencetext>So can someone edit wikipedia for me to read DNF = Did Not Finish?</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30524916</id>
	<title>Re:Developers with style</title>
	<author>BobMcD</author>
	<datestamp>1261503240000</datestamp>
	<modclass>Insightful</modclass>
	<modscore>3</modscore>
	<htmltext><p><div class="quote"><p>I bet it's not so badass sitting at the unemployment office wishing you had actually WORKED ON THE DAMN GAME instead of wasting time.</p></div><p>Read TFA.  It wasn't TnA that caused it to fail, it was good old fashioned feature creep, applied to the damn engine underneath.</p></div>
	</htmltext>
<tokenext>I bet it 's not so badass sitting at the unemployment office wishing you had actually WORKED ON THE DAMN GAME instead of wasting time.Read TFA .
It was n't TnA that caused it to fail , it was good old fashioned feature creep , applied to the damn engine underneath .</tokentext>
<sentencetext>I bet it's not so badass sitting at the unemployment office wishing you had actually WORKED ON THE DAMN GAME instead of wasting time.Read TFA.
It wasn't TnA that caused it to fail, it was good old fashioned feature creep, applied to the damn engine underneath.
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523260</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523576</id>
	<title>Re:Vaporware Free software projects</title>
	<author>Anonymous</author>
	<datestamp>1261496940000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>The big difference is open source is done by volunteers and invariably there are solutions already available. The fact an unskilled kid doesn't get anywhere on something after setting up a homepage doesn't matter. OSS projects don't seek publicity and lie to the press about the status and fake screenshots each year. DNF was a farce and took a lot of real money for something that was never going to exist. You are aware of the lawsuits?</p></htmltext>
<tokenext>The big difference is open source is done by volunteers and invariably there are solutions already available .
The fact an unskilled kid does n't get anywhere on something after setting up a homepage does n't matter .
OSS projects do n't seek publicity and lie to the press about the status and fake screenshots each year .
DNF was a farce and took a lot of real money for something that was never going to exist .
You are aware of the lawsuits ?</tokentext>
<sentencetext>The big difference is open source is done by volunteers and invariably there are solutions already available.
The fact an unskilled kid doesn't get anywhere on something after setting up a homepage doesn't matter.
OSS projects don't seek publicity and lie to the press about the status and fake screenshots each year.
DNF was a farce and took a lot of real money for something that was never going to exist.
You are aware of the lawsuits?</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523336</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30525974</id>
	<title>Re:And now for something completely obvious</title>
	<author>dzfoo</author>
	<datestamp>1261508520000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Dude, what do you use your motion capture room for?</p><p>
&nbsp; &nbsp; &nbsp; -dZ.</p></htmltext>
<tokenext>Dude , what do you use your motion capture room for ?
      -dZ .</tokentext>
<sentencetext>Dude, what do you use your motion capture room for?
      -dZ.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523112</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30524274</id>
	<title>Re:Both game developers and artists need money</title>
	<author>Anonymous</author>
	<datestamp>1261500480000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>2</modscore>
	<htmltext><p>Oddly enough, there were two "OMG this is taking forever" titles.</p><p>The other one was <i>Daikatana</i>. The much-maligned Daikatana actually was released. It went through one engine switch, similar to DNF (Quake to Quake II) because the Quake II engine offered it more to work with. It was "Feature-locked" in mid-1999, as the Wired article suggests that DNF should have been several times, and then worked on to finish and release.</p><p>Unfortunately, it was beat to the market by Unreal Tournament and Quake 3 (November and December 1999, respectively) and so the graphics for it seemed "antiquated" when it was released in May 2000. It also put its worst graphical foot first (the first level, also used for the demo, is legitimately trash that does NOTHING to show off some pretty nice design and atmosphere available in later levels, especially the Greek levels).</p><p>Arguably, this is the counterargument to the Wired article. DNF could have been locked down and "worked to completion." Yes, it could have been finished at several points. They probably should have. At the same time, one of the best times for this to happen (the early 2000's) would have had George Broussard point right to the release of Daikatana and the fact that Daikatana's lockdown had let it get one-upped out of the gate.</p><p>Let's be clear about this: had Daikatana been released in, say, October 1999, reviews would probably have been a lot better. Graphically, it got universally spiked based on the fact that the "new standard" was now the UT or Q3 engines, despite the fact that games licensing engines always have a delay. Storyline/gameplay-wise, it got spiked for hubris, <b>the same sort of hubris that George Broussard and the DNF team had committed over and over again</b>. They couldn't risk getting spiked the same way. Or rather, they could, but fear of doing so is what eventually doomed the game entirely.</p><p>What's really sad is the fact that they had actually, finally, feature-locked the game and were in the final-release run. The shutdown came in a "black flagged on the last lap" situation.</p></htmltext>
<tokenext>Oddly enough , there were two " OMG this is taking forever " titles.The other one was Daikatana .
The much-maligned Daikatana actually was released .
It went through one engine switch , similar to DNF ( Quake to Quake II ) because the Quake II engine offered it more to work with .
It was " Feature-locked " in mid-1999 , as the Wired article suggests that DNF should have been several times , and then worked on to finish and release.Unfortunately , it was beat to the market by Unreal Tournament and Quake 3 ( November and December 1999 , respectively ) and so the graphics for it seemed " antiquated " when it was released in May 2000 .
It also put its worst graphical foot first ( the first level , also used for the demo , is legitimately trash that does NOTHING to show off some pretty nice design and atmosphere available in later levels , especially the Greek levels ) .Arguably , this is the counterargument to the Wired article .
DNF could have been locked down and " worked to completion .
" Yes , it could have been finished at several points .
They probably should have .
At the same time , one of the best times for this to happen ( the early 2000 's ) would have had George Broussard point right to the release of Daikatana and the fact that Daikatana 's lockdown had let it get one-upped out of the gate.Let 's be clear about this : had Daikatana been released in , say , October 1999 , reviews would probably have been a lot better .
Graphically , it got universally spiked based on the fact that the " new standard " was now the UT or Q3 engines , despite the fact that games licensing engines always have a delay .
Storyline/gameplay-wise , it got spiked for hubris , the same sort of hubris that George Broussard and the DNF team had committed over and over again .
They could n't risk getting spiked the same way .
Or rather , they could , but fear of doing so is what eventually doomed the game entirely.What 's really sad is the fact that they had actually , finally , feature-locked the game and were in the final-release run .
The shutdown came in a " black flagged on the last lap " situation .</tokentext>
<sentencetext>Oddly enough, there were two "OMG this is taking forever" titles.The other one was Daikatana.
The much-maligned Daikatana actually was released.
It went through one engine switch, similar to DNF (Quake to Quake II) because the Quake II engine offered it more to work with.
It was "Feature-locked" in mid-1999, as the Wired article suggests that DNF should have been several times, and then worked on to finish and release.Unfortunately, it was beat to the market by Unreal Tournament and Quake 3 (November and December 1999, respectively) and so the graphics for it seemed "antiquated" when it was released in May 2000.
It also put its worst graphical foot first (the first level, also used for the demo, is legitimately trash that does NOTHING to show off some pretty nice design and atmosphere available in later levels, especially the Greek levels).Arguably, this is the counterargument to the Wired article.
DNF could have been locked down and "worked to completion.
" Yes, it could have been finished at several points.
They probably should have.
At the same time, one of the best times for this to happen (the early 2000's) would have had George Broussard point right to the release of Daikatana and the fact that Daikatana's lockdown had let it get one-upped out of the gate.Let's be clear about this: had Daikatana been released in, say, October 1999, reviews would probably have been a lot better.
Graphically, it got universally spiked based on the fact that the "new standard" was now the UT or Q3 engines, despite the fact that games licensing engines always have a delay.
Storyline/gameplay-wise, it got spiked for hubris, the same sort of hubris that George Broussard and the DNF team had committed over and over again.
They couldn't risk getting spiked the same way.
Or rather, they could, but fear of doing so is what eventually doomed the game entirely.What's really sad is the fact that they had actually, finally, feature-locked the game and were in the final-release run.
The shutdown came in a "black flagged on the last lap" situation.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523446</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30524728</id>
	<title>Re:Office Perks.</title>
	<author>ari\_j</author>
	<datestamp>1261502520000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>Only after hours and off company premises.  Believe me, I've unsuccessfully lobbied for a change in this policy everywhere I've worked.  Only one place allowed me to bring a stripper to work, and that was because she was a customer.  Working below market with strippers all day at the office and no deadlines to get in the way of enjoying the show is a much better idea.</htmltext>
<tokenext>Only after hours and off company premises .
Believe me , I 've unsuccessfully lobbied for a change in this policy everywhere I 've worked .
Only one place allowed me to bring a stripper to work , and that was because she was a customer .
Working below market with strippers all day at the office and no deadlines to get in the way of enjoying the show is a much better idea .</tokentext>
<sentencetext>Only after hours and off company premises.
Believe me, I've unsuccessfully lobbied for a change in this policy everywhere I've worked.
Only one place allowed me to bring a stripper to work, and that was because she was a customer.
Working below market with strippers all day at the office and no deadlines to get in the way of enjoying the show is a much better idea.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30524158</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523824</id>
	<title>"George&rsquo;s genius was realizing..."</title>
	<author>kurfu</author>
	<datestamp>1261498320000</datestamp>
	<modclass>Insightful</modclass>
	<modscore>4</modscore>
	<htmltext>&ldquo;George&rsquo;s genius was realizing where games were going and taking it to the next level...&rdquo;

No.

From TFA, it appears that as far as DNF is concerned, George was not an innovator at all.

Instead of coming up with his own ideas, he wasted 12 years trying to play catch-up to every new shiny thing that got released.</htmltext>
<tokenext>   George    s genius was realizing where games were going and taking it to the next level...    No .
From TFA , it appears that as far as DNF is concerned , George was not an innovator at all .
Instead of coming up with his own ideas , he wasted 12 years trying to play catch-up to every new shiny thing that got released .</tokentext>
<sentencetext>“George’s genius was realizing where games were going and taking it to the next level...”

No.
From TFA, it appears that as far as DNF is concerned, George was not an innovator at all.
Instead of coming up with his own ideas, he wasted 12 years trying to play catch-up to every new shiny thing that got released.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30532718</id>
	<title>Re:as a kid</title>
	<author>Isaac-1</author>
	<datestamp>1261505160000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>I was also a registered owner of DN1, along with such other period classics as Cosmo's Cosmic Adventures, and Wolf 3D, etc.</p></htmltext>
<tokenext>I was also a registered owner of DN1 , along with such other period classics as Cosmo 's Cosmic Adventures , and Wolf 3D , etc .</tokentext>
<sentencetext>I was also a registered owner of DN1, along with such other period classics as Cosmo's Cosmic Adventures, and Wolf 3D, etc.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523594</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30524074</id>
	<title>Re:3D Still an innovative game</title>
	<author>Anonymous</author>
	<datestamp>1261499760000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p><div class="quote"><p>Holographic decoys</p></div><p>Not so sure about this one</p><p>More like tricking your opponent. TF2 has this with the spy disguises</p></div>
	</htmltext>
<tokenext>Holographic decoysNot so sure about this oneMore like tricking your opponent .
TF2 has this with the spy disguises</tokentext>
<sentencetext>Holographic decoysNot so sure about this oneMore like tricking your opponent.
TF2 has this with the spy disguises
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523668</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30527314</id>
	<title>Re:Both game developers and artists need money</title>
	<author>mcgrew</author>
	<datestamp>1261513500000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Professional studios with trained sound engineers aren't that expensive these days. Hell, there are at least four recording studios here in Springfield, and it's a small city of only 110,000 population. Friends of mine in <i>The Station</i> pay about $5k to record and duplicate 1,000 CDs, half of that is for studio time. Still cheap compared to instruments, amps, PAs, etc.</p></htmltext>
<tokenext>Professional studios with trained sound engineers are n't that expensive these days .
Hell , there are at least four recording studios here in Springfield , and it 's a small city of only 110,000 population .
Friends of mine in The Station pay about $ 5k to record and duplicate 1,000 CDs , half of that is for studio time .
Still cheap compared to instruments , amps , PAs , etc .</tokentext>
<sentencetext>Professional studios with trained sound engineers aren't that expensive these days.
Hell, there are at least four recording studios here in Springfield, and it's a small city of only 110,000 population.
Friends of mine in The Station pay about $5k to record and duplicate 1,000 CDs, half of that is for studio time.
Still cheap compared to instruments, amps, PAs, etc.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30525802</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523388</id>
	<title>The Nuking...</title>
	<author>Anonymous</author>
	<datestamp>1261495980000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>...from orbit.</p></htmltext>
<tokenext>...from orbit .</tokentext>
<sentencetext>...from orbit.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30529176</id>
	<title>Re:Let the community finish it</title>
	<author>greyline</author>
	<datestamp>1261477020000</datestamp>
	<modclass>Informativ</modclass>
	<modscore>2</modscore>
	<htmltext>Because there is an IP fight between them and the publisher.</htmltext>
<tokenext>Because there is an IP fight between them and the publisher .</tokentext>
<sentencetext>Because there is an IP fight between them and the publisher.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523700</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30586444</id>
	<title>Re:Had To Laugh</title>
	<author>alexo</author>
	<datestamp>1262080680000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><blockquote><div><p>And now, it's gone. We have to find a new idiom for something that will be released bundled with $current\_topic\_considered\_vaporware.</p></div></blockquote><p>The next version of Nethack?</p></div>
	</htmltext>
<tokenext>And now , it 's gone .
We have to find a new idiom for something that will be released bundled with $ current \ _topic \ _considered \ _vaporware.The next version of Nethack ?</tokentext>
<sentencetext>And now, it's gone.
We have to find a new idiom for something that will be released bundled with $current\_topic\_considered\_vaporware.The next version of Nethack?
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30524280</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30527810</id>
	<title>Last Story Please?</title>
	<author>Mickyfin613</author>
	<datestamp>1261515000000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>You all have rose coloured glasses on.  The Duke Nuke'em games are even more dated than Donkey Kong.  I'm hoping this is the last time this "vaporware" title is brought up again... So not relevant and not even funny as an inside joke.</htmltext>
<tokenext>You all have rose coloured glasses on .
The Duke Nuke'em games are even more dated than Donkey Kong .
I 'm hoping this is the last time this " vaporware " title is brought up again... So not relevant and not even funny as an inside joke .</tokentext>
<sentencetext>You all have rose coloured glasses on.
The Duke Nuke'em games are even more dated than Donkey Kong.
I'm hoping this is the last time this "vaporware" title is brought up again... So not relevant and not even funny as an inside joke.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523260</id>
	<title>Re:Developers with style</title>
	<author>Anonymous</author>
	<datestamp>1261495260000</datestamp>
	<modclass>Insightful</modclass>
	<modscore>4</modscore>
	<htmltext>I bet it's not so badass sitting at the unemployment office wishing you had actually WORKED ON THE DAMN GAME instead of wasting time.</htmltext>
<tokenext>I bet it 's not so badass sitting at the unemployment office wishing you had actually WORKED ON THE DAMN GAME instead of wasting time .</tokentext>
<sentencetext>I bet it's not so badass sitting at the unemployment office wishing you had actually WORKED ON THE DAMN GAME instead of wasting time.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523090</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523356</id>
	<title>Me too</title>
	<author>Anonymous</author>
	<datestamp>1261495800000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p><i>*Sniff*, I would have played that game.</i> </p><p>I would have too, ten years ago.</p></htmltext>
<tokenext>* Sniff * , I would have played that game .
I would have too , ten years ago .</tokentext>
<sentencetext>*Sniff*, I would have played that game.
I would have too, ten years ago.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30526476</id>
	<title>Um, no.</title>
	<author>Syberz</author>
	<datestamp>1261510560000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>FTFA: "George's genius was realizing where games were going and taking it to the next level"</p><p>Make that: "George's genius was realizing where games were and then trying desperately to catch up"</p><p>There, fixed it for ya.</p></htmltext>
<tokenext>FTFA : " George 's genius was realizing where games were going and taking it to the next level " Make that : " George 's genius was realizing where games were and then trying desperately to catch up " There , fixed it for ya .</tokentext>
<sentencetext>FTFA: "George's genius was realizing where games were going and taking it to the next level"Make that: "George's genius was realizing where games were and then trying desperately to catch up"There, fixed it for ya.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30525754</id>
	<title>Re:3D Still an innovative game</title>
	<author>pwfffff</author>
	<datestamp>1261507620000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>So you name three (almost) separate games, that (kinda) had the features (l4d pipe bomb is a glorified grenade -- no remote detonation) of a SINGLE GAME that came out years before. His point exactly.</p></htmltext>
<tokenext>So you name three ( almost ) separate games , that ( kinda ) had the features ( l4d pipe bomb is a glorified grenade -- no remote detonation ) of a SINGLE GAME that came out years before .
His point exactly .</tokentext>
<sentencetext>So you name three (almost) separate games, that (kinda) had the features (l4d pipe bomb is a glorified grenade -- no remote detonation) of a SINGLE GAME that came out years before.
His point exactly.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523668</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30524078</id>
	<title>Re:Developers with style</title>
	<author>Anonymous</author>
	<datestamp>1261499760000</datestamp>
	<modclass>Insightful</modclass>
	<modscore>4</modscore>
	<htmltext><p>Presumably Grand Theft Auto IV's developers mo-capped strippers, and that shipped.</p></htmltext>
<tokenext>Presumably Grand Theft Auto IV 's developers mo-capped strippers , and that shipped .</tokentext>
<sentencetext>Presumably Grand Theft Auto IV's developers mo-capped strippers, and that shipped.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523090</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30526890</id>
	<title>Re:as a kid</title>
	<author>g0bshiTe</author>
	<datestamp>1261512000000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><blockquote><div><p>Console makers should take heed and allow them for console games too.</p></div></blockquote><p>Um, these days so should PC game makers. <b>YES I AM TALKING TO YOU INFINITY WARD!!!!!</b></p></div>
	</htmltext>
<tokenext>Console makers should take heed and allow them for console games too.Um , these days so should PC game makers .
YES I AM TALKING TO YOU INFINITY WARD ! ! ! !
!</tokentext>
<sentencetext>Console makers should take heed and allow them for console games too.Um, these days so should PC game makers.
YES I AM TALKING TO YOU INFINITY WARD!!!!
!
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523690</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30525314</id>
	<title>Re:Developers with style</title>
	<author>Anonymous</author>
	<datestamp>1261505280000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>Strippers</p></htmltext>
<tokenext>Strippers</tokentext>
<sentencetext>Strippers</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523090</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30529540</id>
	<title>Re:I haven't really been following this</title>
	<author>Anonymous</author>
	<datestamp>1261478640000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>Forgive me if I miss the sarcasm of your signature. It's hard to tell sarcasm from ignorance lately.</p><p>It's "intents and purposes" not "intense purposes" and not "intensive purposes".</p></htmltext>
<tokenext>Forgive me if I miss the sarcasm of your signature .
It 's hard to tell sarcasm from ignorance lately.It 's " intents and purposes " not " intense purposes " and not " intensive purposes " .</tokentext>
<sentencetext>Forgive me if I miss the sarcasm of your signature.
It's hard to tell sarcasm from ignorance lately.It's "intents and purposes" not "intense purposes" and not "intensive purposes".</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30526356</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30533242</id>
	<title>Re:so why did the devs stay?</title>
	<author>SoupIsGoodFood\_42</author>
	<datestamp>1259784180000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Well, the longer you spend there, the closer you must eventually get to finishing it, right? And the closer you get, the more you might as well stick it out just a little longer, since you've spent so much time on it already.</p><p>That may be faulty logic, but it's easy to see how someone could end up staying there so long.</p><p>Plus it would have been a bummer to quit after all that time, only to see the game finally ship and you weren't part of it.</p></htmltext>
<tokenext>Well , the longer you spend there , the closer you must eventually get to finishing it , right ?
And the closer you get , the more you might as well stick it out just a little longer , since you 've spent so much time on it already.That may be faulty logic , but it 's easy to see how someone could end up staying there so long.Plus it would have been a bummer to quit after all that time , only to see the game finally ship and you were n't part of it .</tokentext>
<sentencetext>Well, the longer you spend there, the closer you must eventually get to finishing it, right?
And the closer you get, the more you might as well stick it out just a little longer, since you've spent so much time on it already.That may be faulty logic, but it's easy to see how someone could end up staying there so long.Plus it would have been a bummer to quit after all that time, only to see the game finally ship and you weren't part of it.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523348</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523668</id>
	<title>Re:3D Still an innovative game</title>
	<author>Anonymous</author>
	<datestamp>1261497480000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p><div class="quote"><p>Pipeboms</p></div><p>Left 4 Dead</p><p><div class="quote"><p>Laser Trip Wires</p></div><p>Half-Life 1</p><p><div class="quote"><p>Holographic decoys</p></div><p>Not so sure about this one</p><p><div class="quote"><p>Tap into security cameras</p></div><p>Splinter Cell? I think there was a spy/sneak game that let you do this. MGS?</p></div>
	</htmltext>
<tokenext>PipebomsLeft 4 DeadLaser Trip WiresHalf-Life 1Holographic decoysNot so sure about this oneTap into security camerasSplinter Cell ?
I think there was a spy/sneak game that let you do this .
MGS ?</tokentext>
<sentencetext>PipebomsLeft 4 DeadLaser Trip WiresHalf-Life 1Holographic decoysNot so sure about this oneTap into security camerasSplinter Cell?
I think there was a spy/sneak game that let you do this.
MGS?
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523224</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523430</id>
	<title>Dedicated to his schtick</title>
	<author>jollyreaper</author>
	<datestamp>1261496160000</datestamp>
	<modclass>Informativ</modclass>
	<modscore>2</modscore>
	<htmltext><p>He's been keeping this stunt up for months. And now I could really go for a pizza.</p></htmltext>
<tokenext>He 's been keeping this stunt up for months .
And now I could really go for a pizza .</tokentext>
<sentencetext>He's been keeping this stunt up for months.
And now I could really go for a pizza.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523092</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523112</id>
	<title>And now for something completely obvious</title>
	<author>Anonymous</author>
	<datestamp>1261494180000</datestamp>
	<modclass>Funny</modclass>
	<modscore>5</modscore>
	<htmltext><p><div class="quote"><p>Developers spending a decade in a career holding pattern for below market salary with 'profit sharing' incentives, no real project deadlines, a motion capture room apparently used to capture the motion of strippers</p></div><p>Really, that's just too easy. Can't you at least make it a challenge to get +5 Funny???</p><p>Oh well, here goes...  Sounds like my job, but without the strippers.</p></div>
	</htmltext>
<tokenext>Developers spending a decade in a career holding pattern for below market salary with 'profit sharing ' incentives , no real project deadlines , a motion capture room apparently used to capture the motion of strippersReally , that 's just too easy .
Ca n't you at least make it a challenge to get + 5 Funny ? ?
? Oh well , here goes... Sounds like my job , but without the strippers .</tokentext>
<sentencetext>Developers spending a decade in a career holding pattern for below market salary with 'profit sharing' incentives, no real project deadlines, a motion capture room apparently used to capture the motion of strippersReally, that's just too easy.
Can't you at least make it a challenge to get +5 Funny??
?Oh well, here goes...  Sounds like my job, but without the strippers.
	</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30524158</id>
	<title>Re:Office Perks.</title>
	<author>Opportunist</author>
	<datestamp>1261500120000</datestamp>
	<modclass>Insightful</modclass>
	<modscore>2</modscore>
	<htmltext><p>I'd prefer working well above market salary. Strippers can be bought with cash, ya know?</p></htmltext>
<tokenext>I 'd prefer working well above market salary .
Strippers can be bought with cash , ya know ?</tokentext>
<sentencetext>I'd prefer working well above market salary.
Strippers can be bought with cash, ya know?</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523176</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523480</id>
	<title>Someone's had too many mushrooms</title>
	<author>Anonymous</author>
	<datestamp>1261496520000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p><div class="quote"><p>mushroom cloud-sized implosion</p></div><p>WTF?  Mushroom clouds have a distinctive shape; they can be pretty much any size. And why would you hyphenate cloud with sized? Plus what's the size of an implosion anyway - what was there to begin with or what's left at the end?</p></div>
	</htmltext>
<tokenext>mushroom cloud-sized implosionWTF ?
Mushroom clouds have a distinctive shape ; they can be pretty much any size .
And why would you hyphenate cloud with sized ?
Plus what 's the size of an implosion anyway - what was there to begin with or what 's left at the end ?</tokentext>
<sentencetext>mushroom cloud-sized implosionWTF?
Mushroom clouds have a distinctive shape; they can be pretty much any size.
And why would you hyphenate cloud with sized?
Plus what's the size of an implosion anyway - what was there to begin with or what's left at the end?
	</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30532800</id>
	<title>Re:Both game developers and artists need money</title>
	<author>ildon</author>
	<datestamp>1261506360000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>I have a different sort of example for you: Team Fortress 2. This was a game that was originally slated for Jan. 2001 and was going to be the type of game Battlefield 1942 ended up being (except without the aerial combat). The major difference is that Valve continued to have a secondary source of revenue (first HL1, then CS, both of which made tons of money) while TF2 went through multiple dev cycles.</p></htmltext>
<tokenext>I have a different sort of example for you : Team Fortress 2 .
This was a game that was originally slated for Jan. 2001 and was going to be the type of game Battlefield 1942 ended up being ( except without the aerial combat ) .
The major difference is that Valve continued to have a secondary source of revenue ( first HL1 , then CS , both of which made tons of money ) while TF2 went through multiple dev cycles .</tokentext>
<sentencetext>I have a different sort of example for you: Team Fortress 2.
This was a game that was originally slated for Jan. 2001 and was going to be the type of game Battlefield 1942 ended up being (except without the aerial combat).
The major difference is that Valve continued to have a secondary source of revenue (first HL1, then CS, both of which made tons of money) while TF2 went through multiple dev cycles.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30525342</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523224</id>
	<title>3D Still an innovative game</title>
	<author>Anonymous</author>
	<datestamp>1261495080000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>Where else have you seen:<br>Pipeboms<br>Laser Trip Wires<br>Holographic decoys<br>Tap into security cameras</p><p>No other FPS has done any of the above (well Kingpin had pipebombs but I digress) - Duke3d was more than just strippers and pigs - it had very innovative weapons and gameplay.</p><p>Dialup 1-on-1 deathmatch FTW BABY</p></htmltext>
<tokenext>Where else have you seen : PipebomsLaser Trip WiresHolographic decoysTap into security camerasNo other FPS has done any of the above ( well Kingpin had pipebombs but I digress ) - Duke3d was more than just strippers and pigs - it had very innovative weapons and gameplay.Dialup 1-on-1 deathmatch FTW BABY</tokentext>
<sentencetext>Where else have you seen:PipebomsLaser Trip WiresHolographic decoysTap into security camerasNo other FPS has done any of the above (well Kingpin had pipebombs but I digress) - Duke3d was more than just strippers and pigs - it had very innovative weapons and gameplay.Dialup 1-on-1 deathmatch FTW BABY</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30529456</id>
	<title>Hot Chicks Room</title>
	<author>nhavar</author>
	<datestamp>1261478220000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>So they had a hot chicks room? Did they also have a bucket of truth in the back? That might be what was missing for them to be able to complete the game.</p></htmltext>
<tokenext>So they had a hot chicks room ?
Did they also have a bucket of truth in the back ?
That might be what was missing for them to be able to complete the game .</tokentext>
<sentencetext>So they had a hot chicks room?
Did they also have a bucket of truth in the back?
That might be what was missing for them to be able to complete the game.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523400</id>
	<title>Had To Laugh</title>
	<author>Anonymous</author>
	<datestamp>1261496040000</datestamp>
	<modclass>Funny</modclass>
	<modscore>4</modscore>
	<htmltext>I had to laugh today when I signed into Slashdot to see we are <i>still</i> talking about Duke Nukem.</htmltext>
<tokenext>I had to laugh today when I signed into Slashdot to see we are still talking about Duke Nukem .</tokentext>
<sentencetext>I had to laugh today when I signed into Slashdot to see we are still talking about Duke Nukem.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30524928</id>
	<title>Re:Both game developers and artists need money</title>
	<author>delinear</author>
	<datestamp>1261503300000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>And even the idea of duplicating 1,000 CDs is starting to look antiquated when you can go with a pure digital distribution method (and if you really need to get some physical media out there, just buy up some cheap USB sticks to pass around).</htmltext>
<tokenext>And even the idea of duplicating 1,000 CDs is starting to look antiquated when you can go with a pure digital distribution method ( and if you really need to get some physical media out there , just buy up some cheap USB sticks to pass around ) .</tokentext>
<sentencetext>And even the idea of duplicating 1,000 CDs is starting to look antiquated when you can go with a pure digital distribution method (and if you really need to get some physical media out there, just buy up some cheap USB sticks to pass around).</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30524062</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30530994</id>
	<title>Engine Switches</title>
	<author>LUH 3418</author>
	<datestamp>1261485960000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>2</modscore>
	<htmltext>I've heard that the game was pretty far along when they switched to the Unreal engine. It's true that Unreal was a much better engine than Quake II... But, there have been many open source projects demonstrating that those game engines can pretty easily be upgraded. They could have saved themselves license money and avoided re-making all their assets by going that route instead.
<br> <br>
I myself used to run an indie game project. We were making our own game engine, and at the time, I was a pretty naive programmer. I liked to implement everything myself (reinventing the wheel). I was also never satisfied with the quality of what we had made, and so we restarted the engine development twice. This lead to other members of the team losing motivation, and the game never got completed. I think it's pretty easy to not be satisfied with what you have, but the lesson I took from this project is "refactor/reuse, don't recreate". Refactoring programming code can seem tedious, but in the end, it's always faster than starting completely from scratch, and you avoid losing what you already have.</htmltext>
<tokenext>I 've heard that the game was pretty far along when they switched to the Unreal engine .
It 's true that Unreal was a much better engine than Quake II... But , there have been many open source projects demonstrating that those game engines can pretty easily be upgraded .
They could have saved themselves license money and avoided re-making all their assets by going that route instead .
I myself used to run an indie game project .
We were making our own game engine , and at the time , I was a pretty naive programmer .
I liked to implement everything myself ( reinventing the wheel ) .
I was also never satisfied with the quality of what we had made , and so we restarted the engine development twice .
This lead to other members of the team losing motivation , and the game never got completed .
I think it 's pretty easy to not be satisfied with what you have , but the lesson I took from this project is " refactor/reuse , do n't recreate " .
Refactoring programming code can seem tedious , but in the end , it 's always faster than starting completely from scratch , and you avoid losing what you already have .</tokentext>
<sentencetext>I've heard that the game was pretty far along when they switched to the Unreal engine.
It's true that Unreal was a much better engine than Quake II... But, there have been many open source projects demonstrating that those game engines can pretty easily be upgraded.
They could have saved themselves license money and avoided re-making all their assets by going that route instead.
I myself used to run an indie game project.
We were making our own game engine, and at the time, I was a pretty naive programmer.
I liked to implement everything myself (reinventing the wheel).
I was also never satisfied with the quality of what we had made, and so we restarted the engine development twice.
This lead to other members of the team losing motivation, and the game never got completed.
I think it's pretty easy to not be satisfied with what you have, but the lesson I took from this project is "refactor/reuse, don't recreate".
Refactoring programming code can seem tedious, but in the end, it's always faster than starting completely from scratch, and you avoid losing what you already have.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30535598</id>
	<title>Re:And now for something completely obvious</title>
	<author>Anonymous</author>
	<datestamp>1259771880000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>In fact, forget the strippers! No, wait...</p></htmltext>
<tokenext>In fact , forget the strippers !
No , wait.. .</tokentext>
<sentencetext>In fact, forget the strippers!
No, wait...</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523112</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523092</id>
	<title>as a kid</title>
	<author>Anonymous</author>
	<datestamp>1261494060000</datestamp>
	<modclass>Funny</modclass>
	<modscore>5</modscore>
	<htmltext>Ah, memories from childhood. One day my friend told me he had found a kickass game from a BBS and asked if I wanted to go play it with him after school. He described it to me and I was already sold, but but... My mother Giovanna had told me to help my father at our family pizza place after school. Damn it!<br>
<br>
School day became to end and I tried to consider my options, but there were none. I had to go help my papa make pizza. Frustraded, almost crying, I walked the streets of Naples back home. Every now and then I watched inside a window on the street and noticed someone playing on computer. I was thinking if that could be it, but I'd never know.<br>
<br>
I decided to think for a moment. Like a good oven takes its time and peace to bake and finish a delicious pizza, my padre would wait for me. It was time to go see what the game was about.<br>
<br>
And I was amazed. Great looking graphics, funny sounding man that I did not understand and girls with something on their chest that looked like doughnuts with a salami on top of it. It was truly marvelous.<br>
<br>
While later serving customers at my fathers pizza place, I couldn't but think that I have to get a computer and this Duke Nukem 3D game. I mean, I loved baking pizza. But there is a time when a boy must choose between leisure and girls. But my father never got me a computer.<br>
<br>
Like an overbaked pizza, my dreams were crushed when Duke Nukem Forever never came.</htmltext>
<tokenext>Ah , memories from childhood .
One day my friend told me he had found a kickass game from a BBS and asked if I wanted to go play it with him after school .
He described it to me and I was already sold , but but... My mother Giovanna had told me to help my father at our family pizza place after school .
Damn it !
School day became to end and I tried to consider my options , but there were none .
I had to go help my papa make pizza .
Frustraded , almost crying , I walked the streets of Naples back home .
Every now and then I watched inside a window on the street and noticed someone playing on computer .
I was thinking if that could be it , but I 'd never know .
I decided to think for a moment .
Like a good oven takes its time and peace to bake and finish a delicious pizza , my padre would wait for me .
It was time to go see what the game was about .
And I was amazed .
Great looking graphics , funny sounding man that I did not understand and girls with something on their chest that looked like doughnuts with a salami on top of it .
It was truly marvelous .
While later serving customers at my fathers pizza place , I could n't but think that I have to get a computer and this Duke Nukem 3D game .
I mean , I loved baking pizza .
But there is a time when a boy must choose between leisure and girls .
But my father never got me a computer .
Like an overbaked pizza , my dreams were crushed when Duke Nukem Forever never came .</tokentext>
<sentencetext>Ah, memories from childhood.
One day my friend told me he had found a kickass game from a BBS and asked if I wanted to go play it with him after school.
He described it to me and I was already sold, but but... My mother Giovanna had told me to help my father at our family pizza place after school.
Damn it!
School day became to end and I tried to consider my options, but there were none.
I had to go help my papa make pizza.
Frustraded, almost crying, I walked the streets of Naples back home.
Every now and then I watched inside a window on the street and noticed someone playing on computer.
I was thinking if that could be it, but I'd never know.
I decided to think for a moment.
Like a good oven takes its time and peace to bake and finish a delicious pizza, my padre would wait for me.
It was time to go see what the game was about.
And I was amazed.
Great looking graphics, funny sounding man that I did not understand and girls with something on their chest that looked like doughnuts with a salami on top of it.
It was truly marvelous.
While later serving customers at my fathers pizza place, I couldn't but think that I have to get a computer and this Duke Nukem 3D game.
I mean, I loved baking pizza.
But there is a time when a boy must choose between leisure and girls.
But my father never got me a computer.
Like an overbaked pizza, my dreams were crushed when Duke Nukem Forever never came.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30525716</id>
	<title>One of their problems</title>
	<author>Locke2005</author>
	<datestamp>1261507440000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>From the "last day" photo, 36 employees and not a single one of them is female?!? Even if you live in your mom's basement, at least then you mom cleans up once in a while...</htmltext>
<tokenext>From the " last day " photo , 36 employees and not a single one of them is female ? ! ?
Even if you live in your mom 's basement , at least then you mom cleans up once in a while.. .</tokentext>
<sentencetext>From the "last day" photo, 36 employees and not a single one of them is female?!?
Even if you live in your mom's basement, at least then you mom cleans up once in a while...</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30526694</id>
	<title>Re:*nah* *nah* *nah*</title>
	<author>Verdatum</author>
	<datestamp>1261511340000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p><div class="quote"><p>*nah* *nah* *nah* I can't hear you..</p></div><p>umm..."Bang, bang, bang, on the door baby"?</p></div>
	</htmltext>
<tokenext>* nah * * nah * * nah * I ca n't hear you..umm... " Bang , bang , bang , on the door baby " ?</tokentext>
<sentencetext>*nah* *nah* *nah* I can't hear you..umm..."Bang, bang, bang, on the door baby"?
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523174</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30531796</id>
	<title>Re:Vaporware Free software projects</title>
	<author>Anonymous</author>
	<datestamp>1261493100000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>It's called pro-U2, or pro-Bono, or something like that, which I think comes from old French, pro-Beauneaux.</p></htmltext>
<tokenext>It 's called pro-U2 , or pro-Bono , or something like that , which I think comes from old French , pro-Beauneaux .</tokentext>
<sentencetext>It's called pro-U2, or pro-Bono, or something like that, which I think comes from old French, pro-Beauneaux.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523882</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30530074</id>
	<title>Two can play at that game</title>
	<author>Chicken\_Kickers</author>
	<datestamp>1261481100000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><ul>
<li>I'll join the Red Cross/St. John Ambulance when my doctor start providing free treatments.</li><li>I'll volunteer at the soup kitchen when restaurants start giving free food.</li><li>You hopefully get my point</li></ul><p>

Lawyers, doctors, builders, pilots, general people, regularly do volunteer work for the good of the public. The point of doing volunteer work is that by definition, you are not fully compensated for your time and effort but hopefully, it makes you feel good that you have made a difference.</p></htmltext>
<tokenext>I 'll join the Red Cross/St .
John Ambulance when my doctor start providing free treatments.I 'll volunteer at the soup kitchen when restaurants start giving free food.You hopefully get my point Lawyers , doctors , builders , pilots , general people , regularly do volunteer work for the good of the public .
The point of doing volunteer work is that by definition , you are not fully compensated for your time and effort but hopefully , it makes you feel good that you have made a difference .</tokentext>
<sentencetext>
I'll join the Red Cross/St.
John Ambulance when my doctor start providing free treatments.I'll volunteer at the soup kitchen when restaurants start giving free food.You hopefully get my point

Lawyers, doctors, builders, pilots, general people, regularly do volunteer work for the good of the public.
The point of doing volunteer work is that by definition, you are not fully compensated for your time and effort but hopefully, it makes you feel good that you have made a difference.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523882</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30526282</id>
	<title>Re:so why did the devs stay?</title>
	<author>Blakey Rat</author>
	<datestamp>1261509840000</datestamp>
	<modclass>Informativ</modclass>
	<modscore>2</modscore>
	<htmltext><p>Well, two points:</p><p>1) The work environment, when they were hemorrhaging money, was probably really, really fun. Free food, free drinks, office full of toys.</p><p>2) Despite that, the team *did* start defecting after a few years.</p></htmltext>
<tokenext>Well , two points : 1 ) The work environment , when they were hemorrhaging money , was probably really , really fun .
Free food , free drinks , office full of toys.2 ) Despite that , the team * did * start defecting after a few years .</tokentext>
<sentencetext>Well, two points:1) The work environment, when they were hemorrhaging money, was probably really, really fun.
Free food, free drinks, office full of toys.2) Despite that, the team *did* start defecting after a few years.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523348</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30525906</id>
	<title>Re:Let the community finish it</title>
	<author>pwfffff</author>
	<datestamp>1261508220000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Where oh where is <a href="http://en.wikipedia.org/wiki/HL2#2003\_leak" title="wikipedia.org">Alex Gembe</a> [wikipedia.org]...</p></htmltext>
<tokenext>Where oh where is Alex Gembe [ wikipedia.org ] .. .</tokentext>
<sentencetext>Where oh where is Alex Gembe [wikipedia.org]...</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523700</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30524824</id>
	<title>It *was* innovative...</title>
	<author>SanityInAnarchy</author>
	<datestamp>1261502880000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Pipebombs are just a poor man's grenade. Other games have even had bombs that work exactly like that -- toss, then push a button. And, as others have mentioned, the other elements of this have appeared in other games since.</p><p>Granted, there's still some things that probably haven't been as common, if they've appeared at all -- the shrink ray, for example, or the holographic decoy. But if you just want crazy weapons, Ratchet and Clank has them all.</p><p>No, the point is that Duke3D, at the time, had things no one had seen before. Technologically, it was a Doom clone, but improved -- ramps, if nothing else -- and the level editor had the ability to toggle into 3D mode, I think even with some actions being possible in 3D mode.</p><p>And, all those other things you've mentioned, plus the Devastator -- yet it wasn't completely unbalanced -- plus jetpacks, movie references, the binary combination lock minigame, and so on -- sort of the perfect storm of all the things that made the FPS genre great, distilled to perfection, plus one-liners and strippers.</p><p>But, IMHO, this was pretty much the top of the id-style shooter, which is action-driven, you don't care that much about the plot, you just need enough verisimilitude to blow up some aliens, with some fun cutscenes to tie it together (but mostly to reward you for a boss fight). That's the legacy that, say, Serious Sam follows.</p><p>TFA makes the point that this was the problem -- they wanted Duke Nukem Forever to be at the top of the genre again, but it was getting harder and more expensive to do. I'm still a bit disappointed, because by all accounts, another year or two would've done it, especially if it was funded by a publisher who insisted on a release date.</p><p>But compare this to, say, Half-Life. It wasn't much later, and it was much more innovative, to the point of redefining the genre -- it was story-driven, an actual narrative expressed using the game as a medium. And the sequel, despite numerous delays and taking seven years in development, was actually released, and actually did it again.</p><p>And now we have Halo, which seems to combine the two -- there's a good story behind it, a fair amount is told in the gameplay, but it's tied together with often fun cinematics, and while it's more serious, Master Chief is similar to Duke in that he's the best at everything (and also ridiculously muscle-bound) -- and similarly fun in deathmatch mode.</p><p>What's my point in bringing up Half-Life and Halo? Well, nostalgia is fun, and Duke3D was significant, but there is no one perfect game, or even a most innovative game. Also, most of the time, the things you thought were so original in one game were probably there already, and have certainly been there since, unless no one wanted to touch them because they suck.</p></htmltext>
<tokenext>Pipebombs are just a poor man 's grenade .
Other games have even had bombs that work exactly like that -- toss , then push a button .
And , as others have mentioned , the other elements of this have appeared in other games since.Granted , there 's still some things that probably have n't been as common , if they 've appeared at all -- the shrink ray , for example , or the holographic decoy .
But if you just want crazy weapons , Ratchet and Clank has them all.No , the point is that Duke3D , at the time , had things no one had seen before .
Technologically , it was a Doom clone , but improved -- ramps , if nothing else -- and the level editor had the ability to toggle into 3D mode , I think even with some actions being possible in 3D mode.And , all those other things you 've mentioned , plus the Devastator -- yet it was n't completely unbalanced -- plus jetpacks , movie references , the binary combination lock minigame , and so on -- sort of the perfect storm of all the things that made the FPS genre great , distilled to perfection , plus one-liners and strippers.But , IMHO , this was pretty much the top of the id-style shooter , which is action-driven , you do n't care that much about the plot , you just need enough verisimilitude to blow up some aliens , with some fun cutscenes to tie it together ( but mostly to reward you for a boss fight ) .
That 's the legacy that , say , Serious Sam follows.TFA makes the point that this was the problem -- they wanted Duke Nukem Forever to be at the top of the genre again , but it was getting harder and more expensive to do .
I 'm still a bit disappointed , because by all accounts , another year or two would 've done it , especially if it was funded by a publisher who insisted on a release date.But compare this to , say , Half-Life .
It was n't much later , and it was much more innovative , to the point of redefining the genre -- it was story-driven , an actual narrative expressed using the game as a medium .
And the sequel , despite numerous delays and taking seven years in development , was actually released , and actually did it again.And now we have Halo , which seems to combine the two -- there 's a good story behind it , a fair amount is told in the gameplay , but it 's tied together with often fun cinematics , and while it 's more serious , Master Chief is similar to Duke in that he 's the best at everything ( and also ridiculously muscle-bound ) -- and similarly fun in deathmatch mode.What 's my point in bringing up Half-Life and Halo ?
Well , nostalgia is fun , and Duke3D was significant , but there is no one perfect game , or even a most innovative game .
Also , most of the time , the things you thought were so original in one game were probably there already , and have certainly been there since , unless no one wanted to touch them because they suck .</tokentext>
<sentencetext>Pipebombs are just a poor man's grenade.
Other games have even had bombs that work exactly like that -- toss, then push a button.
And, as others have mentioned, the other elements of this have appeared in other games since.Granted, there's still some things that probably haven't been as common, if they've appeared at all -- the shrink ray, for example, or the holographic decoy.
But if you just want crazy weapons, Ratchet and Clank has them all.No, the point is that Duke3D, at the time, had things no one had seen before.
Technologically, it was a Doom clone, but improved -- ramps, if nothing else -- and the level editor had the ability to toggle into 3D mode, I think even with some actions being possible in 3D mode.And, all those other things you've mentioned, plus the Devastator -- yet it wasn't completely unbalanced -- plus jetpacks, movie references, the binary combination lock minigame, and so on -- sort of the perfect storm of all the things that made the FPS genre great, distilled to perfection, plus one-liners and strippers.But, IMHO, this was pretty much the top of the id-style shooter, which is action-driven, you don't care that much about the plot, you just need enough verisimilitude to blow up some aliens, with some fun cutscenes to tie it together (but mostly to reward you for a boss fight).
That's the legacy that, say, Serious Sam follows.TFA makes the point that this was the problem -- they wanted Duke Nukem Forever to be at the top of the genre again, but it was getting harder and more expensive to do.
I'm still a bit disappointed, because by all accounts, another year or two would've done it, especially if it was funded by a publisher who insisted on a release date.But compare this to, say, Half-Life.
It wasn't much later, and it was much more innovative, to the point of redefining the genre -- it was story-driven, an actual narrative expressed using the game as a medium.
And the sequel, despite numerous delays and taking seven years in development, was actually released, and actually did it again.And now we have Halo, which seems to combine the two -- there's a good story behind it, a fair amount is told in the gameplay, but it's tied together with often fun cinematics, and while it's more serious, Master Chief is similar to Duke in that he's the best at everything (and also ridiculously muscle-bound) -- and similarly fun in deathmatch mode.What's my point in bringing up Half-Life and Halo?
Well, nostalgia is fun, and Duke3D was significant, but there is no one perfect game, or even a most innovative game.
Also, most of the time, the things you thought were so original in one game were probably there already, and have certainly been there since, unless no one wanted to touch them because they suck.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523224</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30525088</id>
	<title>Re:Let the community finish it</title>
	<author>Anonymous</author>
	<datestamp>1261504200000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>Because you people can't code for shit?  Open sores games are some of the worst around.</p></htmltext>
<tokenext>Because you people ca n't code for shit ?
Open sores games are some of the worst around .</tokentext>
<sentencetext>Because you people can't code for shit?
Open sores games are some of the worst around.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523700</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30525864</id>
	<title>To quote Voltaire</title>
	<author>Locke2005</author>
	<datestamp>1261508040000</datestamp>
	<modclass>Insightful</modclass>
	<modscore>2</modscore>
	<htmltext>"The perfect is the enemy of the good." My bias has always towards getting a product into the hands of customers, not towards academic correctness. Yes, the story of DNF should be taught as a textbook case in bad product management. Rule #1: if you spend hundreds of thousands of dollars on third-party tools and then decide not to use them, you should be fired for bad judgment, pure and simple.</htmltext>
<tokenext>" The perfect is the enemy of the good .
" My bias has always towards getting a product into the hands of customers , not towards academic correctness .
Yes , the story of DNF should be taught as a textbook case in bad product management .
Rule # 1 : if you spend hundreds of thousands of dollars on third-party tools and then decide not to use them , you should be fired for bad judgment , pure and simple .</tokentext>
<sentencetext>"The perfect is the enemy of the good.
" My bias has always towards getting a product into the hands of customers, not towards academic correctness.
Yes, the story of DNF should be taught as a textbook case in bad product management.
Rule #1: if you spend hundreds of thousands of dollars on third-party tools and then decide not to use them, you should be fired for bad judgment, pure and simple.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523864</id>
	<title>Good riddance</title>
	<author>AlteredEgg</author>
	<datestamp>1261498560000</datestamp>
	<modclass>Flamebait</modclass>
	<modscore>0</modscore>
	<htmltext>Duke Nukem started out as an innocently fun DOS platform shooter, supposedly for kids. To cast him as a stripper-club owner with a gun is just stupid.</htmltext>
<tokenext>Duke Nukem started out as an innocently fun DOS platform shooter , supposedly for kids .
To cast him as a stripper-club owner with a gun is just stupid .</tokentext>
<sentencetext>Duke Nukem started out as an innocently fun DOS platform shooter, supposedly for kids.
To cast him as a stripper-club owner with a gun is just stupid.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523750</id>
	<title>eDuke32</title>
	<author>Orion Blastar</author>
	<datestamp>1261497960000</datestamp>
	<modclass>Informativ</modclass>
	<modscore>5</modscore>
	<htmltext><p><a href="http://www.eduke32.com/" title="eduke32.com">eDuke32</a> [eduke32.com] is an open sourced Duke Nukem 3D project. It needs the Duke Nukem 3D game data files to work, and if you lost your Duke CD they can sell you a copy for $5.99. It works with Windows, Linux, and Mac OSX, but only the Windows version is compiled, you have to compile the Linux and Mac OSX versions; although they claim to have a link to precompiled Mac OSX files.</p><p>It is not Duke Nukem Forever but it has some advanced features and a link to Dukeworld to get fan made content creation and new maps and levels to keep you playing Duke Nukem almost forever. It can support resolutions the original couldn't and fixes a lot of game killing bugs the DOS version suffered from.</p></htmltext>
<tokenext>eDuke32 [ eduke32.com ] is an open sourced Duke Nukem 3D project .
It needs the Duke Nukem 3D game data files to work , and if you lost your Duke CD they can sell you a copy for $ 5.99 .
It works with Windows , Linux , and Mac OSX , but only the Windows version is compiled , you have to compile the Linux and Mac OSX versions ; although they claim to have a link to precompiled Mac OSX files.It is not Duke Nukem Forever but it has some advanced features and a link to Dukeworld to get fan made content creation and new maps and levels to keep you playing Duke Nukem almost forever .
It can support resolutions the original could n't and fixes a lot of game killing bugs the DOS version suffered from .</tokentext>
<sentencetext>eDuke32 [eduke32.com] is an open sourced Duke Nukem 3D project.
It needs the Duke Nukem 3D game data files to work, and if you lost your Duke CD they can sell you a copy for $5.99.
It works with Windows, Linux, and Mac OSX, but only the Windows version is compiled, you have to compile the Linux and Mac OSX versions; although they claim to have a link to precompiled Mac OSX files.It is not Duke Nukem Forever but it has some advanced features and a link to Dukeworld to get fan made content creation and new maps and levels to keep you playing Duke Nukem almost forever.
It can support resolutions the original couldn't and fixes a lot of game killing bugs the DOS version suffered from.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523526</id>
	<title>Irony</title>
	<author>operagost</author>
	<datestamp>1261496760000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>In the end, 3DR failed solely due to Broussard's fear of failure.</htmltext>
<tokenext>In the end , 3DR failed solely due to Broussard 's fear of failure .</tokentext>
<sentencetext>In the end, 3DR failed solely due to Broussard's fear of failure.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523948</id>
	<title>Re:Developers with style</title>
	<author>Anonymous</author>
	<datestamp>1261498980000</datestamp>
	<modclass>Insightful</modclass>
	<modscore>1</modscore>
	<htmltext><p>I don't know what kind of "profit sharing" incentives they were offered, but it seems to me that having a company sponsored stripper room is as good an incentive as any to work for below market salary</p></htmltext>
<tokenext>I do n't know what kind of " profit sharing " incentives they were offered , but it seems to me that having a company sponsored stripper room is as good an incentive as any to work for below market salary</tokentext>
<sentencetext>I don't know what kind of "profit sharing" incentives they were offered, but it seems to me that having a company sponsored stripper room is as good an incentive as any to work for below market salary</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523090</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30527400</id>
	<title>Re:Both game developers and artists need money</title>
	<author>Anonymous</author>
	<datestamp>1261513860000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>I don't think this is true.  For Diakatana, not being at the very top of technology was bad.  Looking antiquated, running on "last year's engine" was fatal.</p><p>Duke Nukem Forever, however, would have sold and sold well even if it was a year behind the curve, because of Duke.  The main appeal of the game would not be eye-popping graphics, but humorous situations, gameplay, and a wise-cracking hero, things that would be true regardless of the tech.  Duke could have survived and prospered as long as the tech wasn't <i>too</i> far behind.</p></htmltext>
<tokenext>I do n't think this is true .
For Diakatana , not being at the very top of technology was bad .
Looking antiquated , running on " last year 's engine " was fatal.Duke Nukem Forever , however , would have sold and sold well even if it was a year behind the curve , because of Duke .
The main appeal of the game would not be eye-popping graphics , but humorous situations , gameplay , and a wise-cracking hero , things that would be true regardless of the tech .
Duke could have survived and prospered as long as the tech was n't too far behind .</tokentext>
<sentencetext>I don't think this is true.
For Diakatana, not being at the very top of technology was bad.
Looking antiquated, running on "last year's engine" was fatal.Duke Nukem Forever, however, would have sold and sold well even if it was a year behind the curve, because of Duke.
The main appeal of the game would not be eye-popping graphics, but humorous situations, gameplay, and a wise-cracking hero, things that would be true regardless of the tech.
Duke could have survived and prospered as long as the tech wasn't too far behind.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30524274</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30525782</id>
	<title>Re:Sounds like they almost made 4 games</title>
	<author>delinear</author>
	<datestamp>1261507740000</datestamp>
	<modclass>Insightful</modclass>
	<modscore>3</modscore>
	<htmltext><p>The problem is, every time you reboot with a new engine, you raise expectations, and make no mistake expectations for this game were massively high from the very beginning. It's a hugely self-defeating cycle to tell a bunch of ultra-hyped users that the current gaming engines just don't do your game justice so you're switching to the latest bleeding edge engine, no way they could ever have released a game that lived up to its own hype. They would have been far better to release an average game, take the hit on the brand and then build on it for the next version (and by all accounts if they'd released at any time the game would have been more than average anyway, DN3D was never about graphics, they were superceded shortly after its initial release, it was about pure, unadulterated but often adult-based FPS fun).</p><p>Sounds like the guy at the top just cared too much about his baby - should have backed away and left it with a project manager.</p></htmltext>
<tokenext>The problem is , every time you reboot with a new engine , you raise expectations , and make no mistake expectations for this game were massively high from the very beginning .
It 's a hugely self-defeating cycle to tell a bunch of ultra-hyped users that the current gaming engines just do n't do your game justice so you 're switching to the latest bleeding edge engine , no way they could ever have released a game that lived up to its own hype .
They would have been far better to release an average game , take the hit on the brand and then build on it for the next version ( and by all accounts if they 'd released at any time the game would have been more than average anyway , DN3D was never about graphics , they were superceded shortly after its initial release , it was about pure , unadulterated but often adult-based FPS fun ) .Sounds like the guy at the top just cared too much about his baby - should have backed away and left it with a project manager .</tokentext>
<sentencetext>The problem is, every time you reboot with a new engine, you raise expectations, and make no mistake expectations for this game were massively high from the very beginning.
It's a hugely self-defeating cycle to tell a bunch of ultra-hyped users that the current gaming engines just don't do your game justice so you're switching to the latest bleeding edge engine, no way they could ever have released a game that lived up to its own hype.
They would have been far better to release an average game, take the hit on the brand and then build on it for the next version (and by all accounts if they'd released at any time the game would have been more than average anyway, DN3D was never about graphics, they were superceded shortly after its initial release, it was about pure, unadulterated but often adult-based FPS fun).Sounds like the guy at the top just cared too much about his baby - should have backed away and left it with a project manager.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523624</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523700</id>
	<title>Let the community finish it</title>
	<author>crf00</author>
	<datestamp>1261497600000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>The game may be far from completion and may never be finished, but surely there are large amount of great code already written by 3D Realms. So why not open source the game and let us from Slashdot finish the work?</htmltext>
<tokenext>The game may be far from completion and may never be finished , but surely there are large amount of great code already written by 3D Realms .
So why not open source the game and let us from Slashdot finish the work ?</tokentext>
<sentencetext>The game may be far from completion and may never be finished, but surely there are large amount of great code already written by 3D Realms.
So why not open source the game and let us from Slashdot finish the work?</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523674</id>
	<title>Re:Developers with style</title>
	<author>Wowsers</author>
	<datestamp>1261497480000</datestamp>
	<modclass>Funny</modclass>
	<modscore>2</modscore>
	<htmltext><p>A project where they are motion capturing strippers, no wonder the project has got nowhere! Probably the most uncovered women these 'nerds' have seen in their life. Why would they want to stop that?!</p></htmltext>
<tokenext>A project where they are motion capturing strippers , no wonder the project has got nowhere !
Probably the most uncovered women these 'nerds ' have seen in their life .
Why would they want to stop that ?
!</tokentext>
<sentencetext>A project where they are motion capturing strippers, no wonder the project has got nowhere!
Probably the most uncovered women these 'nerds' have seen in their life.
Why would they want to stop that?
!</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523090</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30527236</id>
	<title>Re:Let the community finish it</title>
	<author>Anonymous</author>
	<datestamp>1261513320000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>I am not sure why they couldn't <a href="http://www.blender.org/blenderorg/blender-foundation/history/" title="blender.org">do like blender did</a> [blender.org], and open source it if they got enough money--or preferably public domain it. I'd probably be willing to chip in some money just out of curiosity of what they had. Being able to use their models and code might not be such a bad prospect either...</p></htmltext>
<tokenext>I am not sure why they could n't do like blender did [ blender.org ] , and open source it if they got enough money--or preferably public domain it .
I 'd probably be willing to chip in some money just out of curiosity of what they had .
Being able to use their models and code might not be such a bad prospect either.. .</tokentext>
<sentencetext>I am not sure why they couldn't do like blender did [blender.org], and open source it if they got enough money--or preferably public domain it.
I'd probably be willing to chip in some money just out of curiosity of what they had.
Being able to use their models and code might not be such a bad prospect either...</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523700</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30532676</id>
	<title>Another vapor: Racing Legends</title>
	<author>Anonymous</author>
	<datestamp>1261504380000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>The West Brothers have been trying to make a GT game since 1998 or so, starting with World Sports Cars, and most recently Racing Legends. Their last update was October 12, 2003, and their last communication was January 29, 2004. They haven't been heard from since, and fanboys still proclaim to know this project is still being made. The West Brothers fell victim to the same trap as 3DR, having to use every latest technology that emerged. The fact that they also only have one other person on the team doesn't help. Read more at these links:</p><p><a href="http://www.racing-legends.com/news.htm" title="racing-legends.com" rel="nofollow">http://www.racing-legends.com/news.htm</a> [racing-legends.com]</p><p>The infamous "Sorry" post.</p><p><a href="http://www.west-racing.com/forum/index.php?topic=2395.0" title="west-racing.com" rel="nofollow">http://www.west-racing.com/forum/index.php?topic=2395.0</a> [west-racing.com]</p></htmltext>
<tokenext>The West Brothers have been trying to make a GT game since 1998 or so , starting with World Sports Cars , and most recently Racing Legends .
Their last update was October 12 , 2003 , and their last communication was January 29 , 2004 .
They have n't been heard from since , and fanboys still proclaim to know this project is still being made .
The West Brothers fell victim to the same trap as 3DR , having to use every latest technology that emerged .
The fact that they also only have one other person on the team does n't help .
Read more at these links : http : //www.racing-legends.com/news.htm [ racing-legends.com ] The infamous " Sorry " post.http : //www.west-racing.com/forum/index.php ? topic = 2395.0 [ west-racing.com ]</tokentext>
<sentencetext>The West Brothers have been trying to make a GT game since 1998 or so, starting with World Sports Cars, and most recently Racing Legends.
Their last update was October 12, 2003, and their last communication was January 29, 2004.
They haven't been heard from since, and fanboys still proclaim to know this project is still being made.
The West Brothers fell victim to the same trap as 3DR, having to use every latest technology that emerged.
The fact that they also only have one other person on the team doesn't help.
Read more at these links:http://www.racing-legends.com/news.htm [racing-legends.com]The infamous "Sorry" post.http://www.west-racing.com/forum/index.php?topic=2395.0 [west-racing.com]</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523336</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523090</id>
	<title>Developers with style</title>
	<author>Anonymous</author>
	<datestamp>1261494060000</datestamp>
	<modclass>Insightful</modclass>
	<modscore>5</modscore>
	<htmltext><p>Using motion capture room for strippers is just badass.</p></htmltext>
<tokenext>Using motion capture room for strippers is just badass .</tokentext>
<sentencetext>Using motion capture room for strippers is just badass.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30528744</id>
	<title>Long story short</title>
	<author>erroneus</author>
	<datestamp>1261475520000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>"The had no plan!"</p><p>The first time they put a game out, they had a plan... they were required to in order to get support for its development.  This time they didn't need support and they directed themselves... or rather, failed to direct themselves.</p><p>It is sad and speaks profoundly of Broussard's immaturity.  Very disappointing.</p><p>I get the feeling if they yanked Broussard out of the loop, they [the rest of the people] would have had a meeting, created a plan, and executed it to deliver a product.</p><p>Broussard needs to be sued to lose his IP rights over Duke Nukem.  My inner-capitalist says he doesn't deserve his success and certainly doesn't know how to use his resources.</p><p>On the other hand, the company could escape the law suit by licensing the game to the GPL and releasing it "as-is."  The game publisher suing them could STILL release the game and sell it... nothing in the GPL says they can't.  But the publisher would also be unable to make much money on it as it would be freely available over the interwebs.</p><p>In the end, "artists" need to get over themselves and just release a product.  George Lucas could have retired as an immortal figure, but kept meddling in his work and is now viewed more as a nutty professor than a visionary god..</p></htmltext>
<tokenext>" The had no plan !
" The first time they put a game out , they had a plan... they were required to in order to get support for its development .
This time they did n't need support and they directed themselves... or rather , failed to direct themselves.It is sad and speaks profoundly of Broussard 's immaturity .
Very disappointing.I get the feeling if they yanked Broussard out of the loop , they [ the rest of the people ] would have had a meeting , created a plan , and executed it to deliver a product.Broussard needs to be sued to lose his IP rights over Duke Nukem .
My inner-capitalist says he does n't deserve his success and certainly does n't know how to use his resources.On the other hand , the company could escape the law suit by licensing the game to the GPL and releasing it " as-is .
" The game publisher suing them could STILL release the game and sell it... nothing in the GPL says they ca n't .
But the publisher would also be unable to make much money on it as it would be freely available over the interwebs.In the end , " artists " need to get over themselves and just release a product .
George Lucas could have retired as an immortal figure , but kept meddling in his work and is now viewed more as a nutty professor than a visionary god. .</tokentext>
<sentencetext>"The had no plan!
"The first time they put a game out, they had a plan... they were required to in order to get support for its development.
This time they didn't need support and they directed themselves... or rather, failed to direct themselves.It is sad and speaks profoundly of Broussard's immaturity.
Very disappointing.I get the feeling if they yanked Broussard out of the loop, they [the rest of the people] would have had a meeting, created a plan, and executed it to deliver a product.Broussard needs to be sued to lose his IP rights over Duke Nukem.
My inner-capitalist says he doesn't deserve his success and certainly doesn't know how to use his resources.On the other hand, the company could escape the law suit by licensing the game to the GPL and releasing it "as-is.
"  The game publisher suing them could STILL release the game and sell it... nothing in the GPL says they can't.
But the publisher would also be unable to make much money on it as it would be freely available over the interwebs.In the end, "artists" need to get over themselves and just release a product.
George Lucas could have retired as an immortal figure, but kept meddling in his work and is now viewed more as a nutty professor than a visionary god..</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523178</id>
	<title>Both game developers and artists need money</title>
	<author>sopssa</author>
	<datestamp>1261494660000</datestamp>
	<modclass>Insightful</modclass>
	<modscore>3</modscore>
	<htmltext><p>Interesting note in the article also was</p><p><div class="quote"><p>Normally, game developers don&rsquo;t have much cash. Like rock bands seeking a label to help pay for the cost of recording an album, game developers usually find a publisher to give them an advance in exchange for a big slice of the profits.</p></div><p>Since people usually complain about music labels being evil, would game developers survive without publishers that pay their costs? Sure, indie's do, but look at what happened to 3D Realms too, and they even financed lots from their own past revenues.</p></div>
	</htmltext>
<tokenext>Interesting note in the article also wasNormally , game developers don    t have much cash .
Like rock bands seeking a label to help pay for the cost of recording an album , game developers usually find a publisher to give them an advance in exchange for a big slice of the profits.Since people usually complain about music labels being evil , would game developers survive without publishers that pay their costs ?
Sure , indie 's do , but look at what happened to 3D Realms too , and they even financed lots from their own past revenues .</tokentext>
<sentencetext>Interesting note in the article also wasNormally, game developers don’t have much cash.
Like rock bands seeking a label to help pay for the cost of recording an album, game developers usually find a publisher to give them an advance in exchange for a big slice of the profits.Since people usually complain about music labels being evil, would game developers survive without publishers that pay their costs?
Sure, indie's do, but look at what happened to 3D Realms too, and they even financed lots from their own past revenues.
	</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30527362</id>
	<title>Re:Vaporware Free software projects</title>
	<author>RAMMS+EIN</author>
	<datestamp>1261513680000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>``Wow... phrased like that, getting a girlfriend is like a side quest in the RPG of your life.''</p><p>It seems to me that this is not very far from the truth, actually.</p></htmltext>
<tokenext>` ` Wow... phrased like that , getting a girlfriend is like a side quest in the RPG of your life .
''It seems to me that this is not very far from the truth , actually .</tokentext>
<sentencetext>``Wow... phrased like that, getting a girlfriend is like a side quest in the RPG of your life.
''It seems to me that this is not very far from the truth, actually.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523844</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30536222</id>
	<title>Re:Sounds like they almost made 4 games</title>
	<author>BillX</author>
	<datestamp>1259775900000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>2</modscore>
	<htmltext><p>I wonder what happened to all these "90\% finished" versions - whether they were just trashed outright and lost entirely, or there are a few still kicking around in a repository somewhere. A micro-scale version of the DNF 'pattern' played out for the original D3D too (partly-finish the game, then scrap it and head in a new direction), but they actually released the partly-finished lame version because the curious D3D fanatics were clamoring for it (google for 'lameduke' if it still exists anywhere). It had about 50\% chance of crashing during the demo screen, and the unfinished game bore no resemblance to the final D3D (more sci-fi, less funny, and you drank cola to refill health), but it was an interesting look at what-would-have-been. Any bets on the possibility of a 'LameDuke Forever' release(s)?</p></htmltext>
<tokenext>I wonder what happened to all these " 90 \ % finished " versions - whether they were just trashed outright and lost entirely , or there are a few still kicking around in a repository somewhere .
A micro-scale version of the DNF 'pattern ' played out for the original D3D too ( partly-finish the game , then scrap it and head in a new direction ) , but they actually released the partly-finished lame version because the curious D3D fanatics were clamoring for it ( google for 'lameduke ' if it still exists anywhere ) .
It had about 50 \ % chance of crashing during the demo screen , and the unfinished game bore no resemblance to the final D3D ( more sci-fi , less funny , and you drank cola to refill health ) , but it was an interesting look at what-would-have-been .
Any bets on the possibility of a 'LameDuke Forever ' release ( s ) ?</tokentext>
<sentencetext>I wonder what happened to all these "90\% finished" versions - whether they were just trashed outright and lost entirely, or there are a few still kicking around in a repository somewhere.
A micro-scale version of the DNF 'pattern' played out for the original D3D too (partly-finish the game, then scrap it and head in a new direction), but they actually released the partly-finished lame version because the curious D3D fanatics were clamoring for it (google for 'lameduke' if it still exists anywhere).
It had about 50\% chance of crashing during the demo screen, and the unfinished game bore no resemblance to the final D3D (more sci-fi, less funny, and you drank cola to refill health), but it was an interesting look at what-would-have-been.
Any bets on the possibility of a 'LameDuke Forever' release(s)?</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523624</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30524872</id>
	<title>Re:3D Still an innovative game</title>
	<author>Anonymous</author>
	<datestamp>1261503060000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>Jedi Knight II and Academy actually has 3 of 4 of these (no decoys), and technically the engine can support shrunken players (ForceMod)</p><p>Why fate has not caused a Duke-like mod to show up for that game is beyond unknown.</p></htmltext>
<tokenext>Jedi Knight II and Academy actually has 3 of 4 of these ( no decoys ) , and technically the engine can support shrunken players ( ForceMod ) Why fate has not caused a Duke-like mod to show up for that game is beyond unknown .</tokentext>
<sentencetext>Jedi Knight II and Academy actually has 3 of 4 of these (no decoys), and technically the engine can support shrunken players (ForceMod)Why fate has not caused a Duke-like mod to show up for that game is beyond unknown.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523668</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523568</id>
	<title>Re:so why did the devs stay?</title>
	<author>Anonymous</author>
	<datestamp>1261496940000</datestamp>
	<modclass>Informativ</modclass>
	<modscore>4</modscore>
	<htmltext><p>read the article</p><p>"By August 2006, at least seven people had left &mdash; nearly half the team... "</p></htmltext>
<tokenext>read the article " By August 2006 , at least seven people had left    nearly half the team... "</tokentext>
<sentencetext>read the article"By August 2006, at least seven people had left — nearly half the team... "</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523348</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30537844</id>
	<title>Re:I haven't really been following this</title>
	<author>mqduck</author>
	<datestamp>1259785140000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p><div class="quote"><p>1. The sequel always sucks.</p></div><p>Duke Nukem 3D <a href="http://en.wikipedia.org/wiki/Duke\_Nukem\_(video\_game)" title="wikipedia.org">was itself a sequel</a> [wikipedia.org].</p></div>
	</htmltext>
<tokenext>1 .
The sequel always sucks.Duke Nukem 3D was itself a sequel [ wikipedia.org ] .</tokentext>
<sentencetext>1.
The sequel always sucks.Duke Nukem 3D was itself a sequel [wikipedia.org].
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30526356</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30526356</id>
	<title>I haven't really been following this</title>
	<author>Anonymous</author>
	<datestamp>1261510200000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>2</modscore>
	<htmltext><p>I haven't really been following this; so I read TFA.</p><p>Two things leap to mind:</p><p>1.  The sequel always sucks.  He should have
realized from the outset that you do a sequel to cash
in.  Shovel that sequel!  There really is no other way.
Even if the sequel was actually just as good or slightly
better, it will always suck because it can't duplicate
the effect of seing a blockbuster for the first time.
Note, this is not true if the original was not a blockbuster
or particularly popular.  A movie/game example doesn't leap
to mind; but think of any cover of a Bob Dylan song.  At
any rate, the psychology of sequel reception seems readily
apparent to me, and I suspect to just about anybody.  How
could they not see that?
</p><p>2.  At what point should they have realized that there
was another model available besides "ship finished product"?
I'm referring to the "perpetual beta" model of Google, or
a subscripion model, or perhaps giving free upgrades for a
couple years after the game came out.</p><p>Finally, wow!  12 years at a failed project???  That's
just staggering but I bet it's not a record.  The record
probably comes from the defense industry and may or may
not be classified.</p></htmltext>
<tokenext>I have n't really been following this ; so I read TFA.Two things leap to mind : 1 .
The sequel always sucks .
He should have realized from the outset that you do a sequel to cash in .
Shovel that sequel !
There really is no other way .
Even if the sequel was actually just as good or slightly better , it will always suck because it ca n't duplicate the effect of seing a blockbuster for the first time .
Note , this is not true if the original was not a blockbuster or particularly popular .
A movie/game example does n't leap to mind ; but think of any cover of a Bob Dylan song .
At any rate , the psychology of sequel reception seems readily apparent to me , and I suspect to just about anybody .
How could they not see that ?
2. At what point should they have realized that there was another model available besides " ship finished product " ?
I 'm referring to the " perpetual beta " model of Google , or a subscripion model , or perhaps giving free upgrades for a couple years after the game came out.Finally , wow !
12 years at a failed project ? ? ?
That 's just staggering but I bet it 's not a record .
The record probably comes from the defense industry and may or may not be classified .</tokentext>
<sentencetext>I haven't really been following this; so I read TFA.Two things leap to mind:1.
The sequel always sucks.
He should have
realized from the outset that you do a sequel to cash
in.
Shovel that sequel!
There really is no other way.
Even if the sequel was actually just as good or slightly
better, it will always suck because it can't duplicate
the effect of seing a blockbuster for the first time.
Note, this is not true if the original was not a blockbuster
or particularly popular.
A movie/game example doesn't leap
to mind; but think of any cover of a Bob Dylan song.
At
any rate, the psychology of sequel reception seems readily
apparent to me, and I suspect to just about anybody.
How
could they not see that?
2.  At what point should they have realized that there
was another model available besides "ship finished product"?
I'm referring to the "perpetual beta" model of Google, or
a subscripion model, or perhaps giving free upgrades for a
couple years after the game came out.Finally, wow!
12 years at a failed project???
That's
just staggering but I bet it's not a record.
The record
probably comes from the defense industry and may or may
not be classified.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523608</id>
	<title>I thought it was a joke?</title>
	<author>gnasher719</author>
	<datestamp>1261497180000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>I always thought Duke Nukem Forever was one of this long standing jokes, like the "I copied 17 Megabytes on my Macintosh and it took 20 minutes" one that comes up again and again. Never realised it was real vapourware. <br> <br>
You guys are saying there were real people trying to actually write this software? Seriously?</htmltext>
<tokenext>I always thought Duke Nukem Forever was one of this long standing jokes , like the " I copied 17 Megabytes on my Macintosh and it took 20 minutes " one that comes up again and again .
Never realised it was real vapourware .
You guys are saying there were real people trying to actually write this software ?
Seriously ?</tokentext>
<sentencetext>I always thought Duke Nukem Forever was one of this long standing jokes, like the "I copied 17 Megabytes on my Macintosh and it took 20 minutes" one that comes up again and again.
Never realised it was real vapourware.
You guys are saying there were real people trying to actually write this software?
Seriously?</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523594</id>
	<title>Re:as a kid</title>
	<author>mcgrew</author>
	<datestamp>1261497060000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>3</modscore>
	<htmltext><p>Dude, that was the third iteration of Duke Nukem and it lacked much that the side scrollers had. My favorite part of DN1 (a squeaky little side scroller that used the PC speaker for sound) and DN2 (similar to 1 but better 2D graphics and used the PC's sound card) was shooting the Energizer Bunny.</p><p>George Broussard used to post at <i>Planet Crap</i> almost daily shortly after DN3D came out. He said there were 35,000 people that registered DN1, which had been released as shareware.</p><p>I was one of the 35k. It was twenty bucks well spent! I think I picked up DN2 at K-Mart.</p></htmltext>
<tokenext>Dude , that was the third iteration of Duke Nukem and it lacked much that the side scrollers had .
My favorite part of DN1 ( a squeaky little side scroller that used the PC speaker for sound ) and DN2 ( similar to 1 but better 2D graphics and used the PC 's sound card ) was shooting the Energizer Bunny.George Broussard used to post at Planet Crap almost daily shortly after DN3D came out .
He said there were 35,000 people that registered DN1 , which had been released as shareware.I was one of the 35k .
It was twenty bucks well spent !
I think I picked up DN2 at K-Mart .</tokentext>
<sentencetext>Dude, that was the third iteration of Duke Nukem and it lacked much that the side scrollers had.
My favorite part of DN1 (a squeaky little side scroller that used the PC speaker for sound) and DN2 (similar to 1 but better 2D graphics and used the PC's sound card) was shooting the Energizer Bunny.George Broussard used to post at Planet Crap almost daily shortly after DN3D came out.
He said there were 35,000 people that registered DN1, which had been released as shareware.I was one of the 35k.
It was twenty bucks well spent!
I think I picked up DN2 at K-Mart.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523092</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30531136</id>
	<title>Re:Someone's had too many mushrooms</title>
	<author>LionMage</author>
	<datestamp>1261487040000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><blockquote><div><p>mushroom cloud-sized implosion</p><blockquote><div><p>And why would you hyphenate cloud with sized?</p></div></blockquote></div></blockquote><p>Because that's the convention for adding a hyphenated modifier to a compound noun.  "Mushroom cloud" is the noun, and when you're combining a noun with an adjective like "sized" to qualify that adjective, you use a hyphen.  For example, "He shot me with the<nobr> <wbr></nobr>.357 magnum, and as I looked down, I saw a bowling ball-sized hole in my chest."</p><p>Speaking of bowling ball examples using "-sized" in them, I found a perfect <a href="http://www.newsrightnow.org/articles/3959/1/4121/Bowling-ball-sized-Devil-Toad-probably-ate-hatchling-dinosaurs/Page1.html" title="newsrightnow.org">example</a> [newsrightnow.org] from Science News: Bowling ball-sized Devil Toad probably ate hatchling dinosaurs</p><p>(Come to think of it, there was probably a Slashdot story about that...)</p><p>But the rest of your comments are spot-on.  Mushroom clouds are generally caused by explosions, and yes, they do come in all sizes, rendering the original author's statement completely meaningless.</p><p>For the size of an implosion, I reckon most people would consider the size to be the volume or area affected by the implosion -- same as for the "size" of an explosion.  Since an implosion tends to pull in surrounding matter...</p><p>I'm sure the author of the summary thought the phrase sounded cool until we all started nit-picking him.</p></div>
	</htmltext>
<tokenext>mushroom cloud-sized implosionAnd why would you hyphenate cloud with sized ? Because that 's the convention for adding a hyphenated modifier to a compound noun .
" Mushroom cloud " is the noun , and when you 're combining a noun with an adjective like " sized " to qualify that adjective , you use a hyphen .
For example , " He shot me with the .357 magnum , and as I looked down , I saw a bowling ball-sized hole in my chest .
" Speaking of bowling ball examples using " -sized " in them , I found a perfect example [ newsrightnow.org ] from Science News : Bowling ball-sized Devil Toad probably ate hatchling dinosaurs ( Come to think of it , there was probably a Slashdot story about that... ) But the rest of your comments are spot-on .
Mushroom clouds are generally caused by explosions , and yes , they do come in all sizes , rendering the original author 's statement completely meaningless.For the size of an implosion , I reckon most people would consider the size to be the volume or area affected by the implosion -- same as for the " size " of an explosion .
Since an implosion tends to pull in surrounding matter...I 'm sure the author of the summary thought the phrase sounded cool until we all started nit-picking him .</tokentext>
<sentencetext>mushroom cloud-sized implosionAnd why would you hyphenate cloud with sized?Because that's the convention for adding a hyphenated modifier to a compound noun.
"Mushroom cloud" is the noun, and when you're combining a noun with an adjective like "sized" to qualify that adjective, you use a hyphen.
For example, "He shot me with the .357 magnum, and as I looked down, I saw a bowling ball-sized hole in my chest.
"Speaking of bowling ball examples using "-sized" in them, I found a perfect example [newsrightnow.org] from Science News: Bowling ball-sized Devil Toad probably ate hatchling dinosaurs(Come to think of it, there was probably a Slashdot story about that...)But the rest of your comments are spot-on.
Mushroom clouds are generally caused by explosions, and yes, they do come in all sizes, rendering the original author's statement completely meaningless.For the size of an implosion, I reckon most people would consider the size to be the volume or area affected by the implosion -- same as for the "size" of an explosion.
Since an implosion tends to pull in surrounding matter...I'm sure the author of the summary thought the phrase sounded cool until we all started nit-picking him.
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523480</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523348</id>
	<title>so why did the devs stay?</title>
	<author>alen</author>
	<datestamp>1261495740000</datestamp>
	<modclass>Insightful</modclass>
	<modscore>2</modscore>
	<htmltext><p>at some point common sense will tell you that this project isn't going anywhere and your job may be in trouble and maybe i should look for another job? it's like all the dot coms from 10 years ago where people drank the kool aid and thought that investors will just keep feeding them more money to have fun at the office even though there is no profit and no one has any idea how to make a profit</p></htmltext>
<tokenext>at some point common sense will tell you that this project is n't going anywhere and your job may be in trouble and maybe i should look for another job ?
it 's like all the dot coms from 10 years ago where people drank the kool aid and thought that investors will just keep feeding them more money to have fun at the office even though there is no profit and no one has any idea how to make a profit</tokentext>
<sentencetext>at some point common sense will tell you that this project isn't going anywhere and your job may be in trouble and maybe i should look for another job?
it's like all the dot coms from 10 years ago where people drank the kool aid and thought that investors will just keep feeding them more money to have fun at the office even though there is no profit and no one has any idea how to make a profit</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30524746</id>
	<title>The especially sad part is that</title>
	<author>darpo</author>
	<datestamp>1261502580000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>Because of copyright, we'll need to wait, what, 70 years until a fan-based, open source game can be made? Yeah, I know someone linked to eDuke32 in this thread, but that's not the same thing. You still have to buy copyrighted assets and not have much control.</htmltext>
<tokenext>Because of copyright , we 'll need to wait , what , 70 years until a fan-based , open source game can be made ?
Yeah , I know someone linked to eDuke32 in this thread , but that 's not the same thing .
You still have to buy copyrighted assets and not have much control .</tokentext>
<sentencetext>Because of copyright, we'll need to wait, what, 70 years until a fan-based, open source game can be made?
Yeah, I know someone linked to eDuke32 in this thread, but that's not the same thing.
You still have to buy copyrighted assets and not have much control.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30526266</id>
	<title>Re:so why did the devs stay?</title>
	<author>King\_TJ</author>
	<datestamp>1261509780000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Seems obvious to me.  They were still getting paid SOMETHING (if not "market rate"), while basically not having to do a lot of real WORK....  Why not stay and ride it out until the very end?  Many of them were probably good friends with each other after all that time, so coming to work there was kind of like a big social club.  And I'm sure they figured it wasn't going to be THAT big a deal to find something else whenever it did finally die out.  (After all, the whole Duke Nukem franchise was VERY well known and liked.  It's easy enough to explain that you did lots of "great work" on the project, but its ultimate failure wasn't some direct result of YOUR poor code, right?)</p></htmltext>
<tokenext>Seems obvious to me .
They were still getting paid SOMETHING ( if not " market rate " ) , while basically not having to do a lot of real WORK.... Why not stay and ride it out until the very end ?
Many of them were probably good friends with each other after all that time , so coming to work there was kind of like a big social club .
And I 'm sure they figured it was n't going to be THAT big a deal to find something else whenever it did finally die out .
( After all , the whole Duke Nukem franchise was VERY well known and liked .
It 's easy enough to explain that you did lots of " great work " on the project , but its ultimate failure was n't some direct result of YOUR poor code , right ?
)</tokentext>
<sentencetext>Seems obvious to me.
They were still getting paid SOMETHING (if not "market rate"), while basically not having to do a lot of real WORK....  Why not stay and ride it out until the very end?
Many of them were probably good friends with each other after all that time, so coming to work there was kind of like a big social club.
And I'm sure they figured it wasn't going to be THAT big a deal to find something else whenever it did finally die out.
(After all, the whole Duke Nukem franchise was VERY well known and liked.
It's easy enough to explain that you did lots of "great work" on the project, but its ultimate failure wasn't some direct result of YOUR poor code, right?
)</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523348</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30526242</id>
	<title>Re:as a kid</title>
	<author>Anonymous</author>
	<datestamp>1261509660000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p><div class="quote"><p>Like an overbaked pizza, my dreams were crushed when Duke Nukem Forever never came.</p></div><p>That's what she said?</p></div>
	</htmltext>
<tokenext>Like an overbaked pizza , my dreams were crushed when Duke Nukem Forever never came.That 's what she said ?</tokentext>
<sentencetext>Like an overbaked pizza, my dreams were crushed when Duke Nukem Forever never came.That's what she said?
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523092</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30530070</id>
	<title>Ha Ha, only serious!</title>
	<author>Hillgiant</author>
	<datestamp>1261481100000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>The reason we are still talking about DNF is DN3D was a pretty damn good game at the time.  The producers then allowed their fear that it would not measure up to expectations as an excuse to slowly kill the game.</p></htmltext>
<tokenext>The reason we are still talking about DNF is DN3D was a pretty damn good game at the time .
The producers then allowed their fear that it would not measure up to expectations as an excuse to slowly kill the game .</tokentext>
<sentencetext>The reason we are still talking about DNF is DN3D was a pretty damn good game at the time.
The producers then allowed their fear that it would not measure up to expectations as an excuse to slowly kill the game.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523400</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523176</id>
	<title>Office Perks.</title>
	<author>Anonymous</author>
	<datestamp>1261494660000</datestamp>
	<modclass>Insightful</modclass>
	<modscore>5</modscore>
	<htmltext><p><i>Developers spending a decade in a career holding pattern for below market salary with 'profit sharing' incentives, no real project deadlines, a motion capture room apparently used to capture the motion of strippers.</i></p><p>I'd work for below market salary just to be able to work with no deadlines, let alone the free strippers in the office.<nobr> <wbr></nobr>:-)</p></htmltext>
<tokenext>Developers spending a decade in a career holding pattern for below market salary with 'profit sharing ' incentives , no real project deadlines , a motion capture room apparently used to capture the motion of strippers.I 'd work for below market salary just to be able to work with no deadlines , let alone the free strippers in the office .
: - )</tokentext>
<sentencetext>Developers spending a decade in a career holding pattern for below market salary with 'profit sharing' incentives, no real project deadlines, a motion capture room apparently used to capture the motion of strippers.I'd work for below market salary just to be able to work with no deadlines, let alone the free strippers in the office.
:-)</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30531256</id>
	<title>Re:Good riddance</title>
	<author>brantondaveperson</author>
	<datestamp>1261487880000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Well not really, strippers *are* for kids. They're certainly not for grown-ups anyway.</p></htmltext>
<tokenext>Well not really , strippers * are * for kids .
They 're certainly not for grown-ups anyway .</tokentext>
<sentencetext>Well not really, strippers *are* for kids.
They're certainly not for grown-ups anyway.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523864</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30524162</id>
	<title>Re:Developers with style</title>
	<author>interval1066</author>
	<datestamp>1261500120000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>A lot of those guys were super-talented, I'd be surprised if they stayed unemployed for long.</htmltext>
<tokenext>A lot of those guys were super-talented , I 'd be surprised if they stayed unemployed for long .</tokentext>
<sentencetext>A lot of those guys were super-talented, I'd be surprised if they stayed unemployed for long.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523260</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30525342</id>
	<title>Re:Both game developers and artists need money</title>
	<author>mobby\_6kl</author>
	<datestamp>1261505520000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Actually, there's another "OMG it's taking so long" title, <b>Prey</b>, and it was even mentioned in the fine article. It was finally released on the Doom3 engine a few years ago to mostly positive reviews, about 11 years after the announcement. Personally, I thought it was a good game, although not quite great. It had some very nice touches and ideas but a other areas brought it down by a few notches.</p><p>Anyway. My main point is that I disagree with your use of Daikatana as a counterargument. It <i>was</i> released after multiple delays and an engine change, and it did suck, no argument there. It was probably not as bad as is commonly believed, but as you mention the first level really does suck hard and is a particularly terrible choice for a demo. Even disregarding this level, it still didn't match the levels of hype surrounding it, Romero making you his bitch and all. Yet, despite all this, the game was released and brought in some revenue, around $10mil IIRC.</p><p>Ultimately, Ion Storm was fucked of course, but so is 3D Realms, and this is what I'm getting at. Practically anything would've been better than dragging the development out to 12 years. If they released early and the game ended up not quite as good as they/people wanted, there's ample opportunity for them to fix this with patches, add-ons, or sequels. Completely canceling the development would've meant no DNF game, but they could've revisited the DN franchise later and did something else instead. Even shutting down 3D Realms back then would be better than letting rot for 12 years, as this would leave the founders with plenty of cash, and the employees with fresh, relevant experience.</p><p>What happened instead served nobody. The employees were getting below industry wages, their knowledge was getting stale from working on the same thing for so long, and of course they were probably pretty demotivated during most of the time. The company and founders are out of significant amount of cash, and nothing to show for it. The publisher also apparently lost about $3mil. And finally, we, the gaming public, have nothing to play. The best thing we have is the <a href="http://www.youtube.com/watch?v=NHU3sq8Wfjs" title="youtube.com">2001 E3 trailer</a> [youtube.com], and pretty much any game would be better than that, outdated engine or not.</p><p>We don't really know how close they were to finishing the game, they could have easily fucked it up again. The new project manager seemed to have the correct attitude to get the job dune, or maybe they did the right thing by finally shutting everything down, who knows. So overall, this is just a sad (and very expensive) lesson for everyone.</p></htmltext>
<tokenext>Actually , there 's another " OMG it 's taking so long " title , Prey , and it was even mentioned in the fine article .
It was finally released on the Doom3 engine a few years ago to mostly positive reviews , about 11 years after the announcement .
Personally , I thought it was a good game , although not quite great .
It had some very nice touches and ideas but a other areas brought it down by a few notches.Anyway .
My main point is that I disagree with your use of Daikatana as a counterargument .
It was released after multiple delays and an engine change , and it did suck , no argument there .
It was probably not as bad as is commonly believed , but as you mention the first level really does suck hard and is a particularly terrible choice for a demo .
Even disregarding this level , it still did n't match the levels of hype surrounding it , Romero making you his bitch and all .
Yet , despite all this , the game was released and brought in some revenue , around $ 10mil IIRC.Ultimately , Ion Storm was fucked of course , but so is 3D Realms , and this is what I 'm getting at .
Practically anything would 've been better than dragging the development out to 12 years .
If they released early and the game ended up not quite as good as they/people wanted , there 's ample opportunity for them to fix this with patches , add-ons , or sequels .
Completely canceling the development would 've meant no DNF game , but they could 've revisited the DN franchise later and did something else instead .
Even shutting down 3D Realms back then would be better than letting rot for 12 years , as this would leave the founders with plenty of cash , and the employees with fresh , relevant experience.What happened instead served nobody .
The employees were getting below industry wages , their knowledge was getting stale from working on the same thing for so long , and of course they were probably pretty demotivated during most of the time .
The company and founders are out of significant amount of cash , and nothing to show for it .
The publisher also apparently lost about $ 3mil .
And finally , we , the gaming public , have nothing to play .
The best thing we have is the 2001 E3 trailer [ youtube.com ] , and pretty much any game would be better than that , outdated engine or not.We do n't really know how close they were to finishing the game , they could have easily fucked it up again .
The new project manager seemed to have the correct attitude to get the job dune , or maybe they did the right thing by finally shutting everything down , who knows .
So overall , this is just a sad ( and very expensive ) lesson for everyone .</tokentext>
<sentencetext>Actually, there's another "OMG it's taking so long" title, Prey, and it was even mentioned in the fine article.
It was finally released on the Doom3 engine a few years ago to mostly positive reviews, about 11 years after the announcement.
Personally, I thought it was a good game, although not quite great.
It had some very nice touches and ideas but a other areas brought it down by a few notches.Anyway.
My main point is that I disagree with your use of Daikatana as a counterargument.
It was released after multiple delays and an engine change, and it did suck, no argument there.
It was probably not as bad as is commonly believed, but as you mention the first level really does suck hard and is a particularly terrible choice for a demo.
Even disregarding this level, it still didn't match the levels of hype surrounding it, Romero making you his bitch and all.
Yet, despite all this, the game was released and brought in some revenue, around $10mil IIRC.Ultimately, Ion Storm was fucked of course, but so is 3D Realms, and this is what I'm getting at.
Practically anything would've been better than dragging the development out to 12 years.
If they released early and the game ended up not quite as good as they/people wanted, there's ample opportunity for them to fix this with patches, add-ons, or sequels.
Completely canceling the development would've meant no DNF game, but they could've revisited the DN franchise later and did something else instead.
Even shutting down 3D Realms back then would be better than letting rot for 12 years, as this would leave the founders with plenty of cash, and the employees with fresh, relevant experience.What happened instead served nobody.
The employees were getting below industry wages, their knowledge was getting stale from working on the same thing for so long, and of course they were probably pretty demotivated during most of the time.
The company and founders are out of significant amount of cash, and nothing to show for it.
The publisher also apparently lost about $3mil.
And finally, we, the gaming public, have nothing to play.
The best thing we have is the 2001 E3 trailer [youtube.com], and pretty much any game would be better than that, outdated engine or not.We don't really know how close they were to finishing the game, they could have easily fucked it up again.
The new project manager seemed to have the correct attitude to get the job dune, or maybe they did the right thing by finally shutting everything down, who knows.
So overall, this is just a sad (and very expensive) lesson for everyone.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30524274</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523882</id>
	<title>Re:Vaporware Free software projects</title>
	<author>Alomex</author>
	<datestamp>1261498680000</datestamp>
	<modclass>Insightful</modclass>
	<modscore>3</modscore>
	<htmltext><p>I'll work on an open source project when my lawyer and my doctor start providing free consultations.</p></htmltext>
<tokenext>I 'll work on an open source project when my lawyer and my doctor start providing free consultations .</tokentext>
<sentencetext>I'll work on an open source project when my lawyer and my doctor start providing free consultations.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523336</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523606</id>
	<title>Re:Developers with style</title>
	<author>Anonymous</author>
	<datestamp>1261497180000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>I doub't it was really motion capture but just the normal kind of capture and take home. As I read TFA it felt just like The Office,... IRL. Would have been awesome working there.</p></htmltext>
<tokenext>I doub't it was really motion capture but just the normal kind of capture and take home .
As I read TFA it felt just like The Office,... IRL. Would have been awesome working there .</tokentext>
<sentencetext>I doub't it was really motion capture but just the normal kind of capture and take home.
As I read TFA it felt just like The Office,... IRL. Would have been awesome working there.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523090</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523940</id>
	<title>It was better this way.</title>
	<author>mindwanderer</author>
	<datestamp>1261498920000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>Had they released a bug-ridden stinker like Daikatana, my fond childhood memories of the Duke would have been irreversibly damaged. Better to die a quic... very, very slow death than to live on in ignominy.</htmltext>
<tokenext>Had they released a bug-ridden stinker like Daikatana , my fond childhood memories of the Duke would have been irreversibly damaged .
Better to die a quic... very , very slow death than to live on in ignominy .</tokentext>
<sentencetext>Had they released a bug-ridden stinker like Daikatana, my fond childhood memories of the Duke would have been irreversibly damaged.
Better to die a quic... very, very slow death than to live on in ignominy.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523546</id>
	<title>I don't need this Game</title>
	<author>mattwrock</author>
	<datestamp>1261496880000</datestamp>
	<modclass>Funny</modclass>
	<modscore>5</modscore>
	<htmltext>I will make my own game with Black Jack... and strippers! Oh they tried and failed? Oh crap!</htmltext>
<tokenext>I will make my own game with Black Jack... and strippers !
Oh they tried and failed ?
Oh crap !</tokentext>
<sentencetext>I will make my own game with Black Jack... and strippers!
Oh they tried and failed?
Oh crap!</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30527814</id>
	<title>Re:Both game developers and artists need money</title>
	<author>VGPowerlord</author>
	<datestamp>1261515060000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>I would love to have seen a comparison of DNF with other games that took over a decade to create.</p><p>I can think of at least one game that took a decade, but ended up being a success (Team Fortress 2).  Then again, Valve also had other money streams coming in, such as from Half-Life 2.</p></htmltext>
<tokenext>I would love to have seen a comparison of DNF with other games that took over a decade to create.I can think of at least one game that took a decade , but ended up being a success ( Team Fortress 2 ) .
Then again , Valve also had other money streams coming in , such as from Half-Life 2 .</tokentext>
<sentencetext>I would love to have seen a comparison of DNF with other games that took over a decade to create.I can think of at least one game that took a decade, but ended up being a success (Team Fortress 2).
Then again, Valve also had other money streams coming in, such as from Half-Life 2.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30524274</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30525720</id>
	<title>Re:Developers with style</title>
	<author>jcatana</author>
	<datestamp>1261507500000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>I wonder if they were paying $20 for a 3 minute song to motion capture the strippers. If so, no wonder the game was so over-budget.</htmltext>
<tokenext>I wonder if they were paying $ 20 for a 3 minute song to motion capture the strippers .
If so , no wonder the game was so over-budget .</tokentext>
<sentencetext>I wonder if they were paying $20 for a 3 minute song to motion capture the strippers.
If so, no wonder the game was so over-budget.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523090</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523372</id>
	<title>Duke Nukem isn't dead...</title>
	<author>Anonymous</author>
	<datestamp>1261495920000</datestamp>
	<modclass>Funny</modclass>
	<modscore>5</modscore>
	<htmltext><p>... I saw him yesterday in Avatar.</p></htmltext>
<tokenext>... I saw him yesterday in Avatar .</tokentext>
<sentencetext>... I saw him yesterday in Avatar.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30523336</id>
	<title>Vaporware Free software projects</title>
	<author>Anonymous</author>
	<datestamp>1261495680000</datestamp>
	<modclass>Informativ</modclass>
	<modscore>5</modscore>
	<htmltext>You know, <i>Duke Nukem Forever</i> is probably the most well-known vaporware software project out there, but it certainly isn't the only one.
<p>
Free/open-source software has a lot of these.  As an open-source developer myself, I can understand why.  One issue is that a lot of open-source projects are started by young naive people who do not realize how much time and effort it really takes to make a software program.  Probably over half of the projects on Sourceforge fall under this category.  One example is <a href="http://sourceforge.net/projects/moodns/" title="sourceforge.net" rel="nofollow">MooDNS</a> [sourceforge.net], a DNS server that stopped development around the time the developer realized what a pain in the butt DNS compression is.
</p><p>
Another way open-source projects get abandoned is when other software that does the same thing comes along.  For example, <a href="http://www.gnu.org/software/hurd/hurd.html" title="gnu.org" rel="nofollow">the GNU Hurd</a> [gnu.org] never became production-ready because Linux came along and was good enough that the perceived need for Hurd development went away.
</p><p>
Other projects that stop development are projects where the developers stop going to school and get real jobs, and no longer have time to devote to an open-source project.  One example of this is the <a href="http://en.wikipedia.org/wiki/Y\_Window\_System" title="wikipedia.org" rel="nofollow">Y Window System</a> [wikipedia.org]
</p><p>
For all of the advantages of Free software, one issue is that, without, by and large, the developers being paid money, there is not nearly as much motivation to get something finished, so a lot of projects become vaporware.
</p><p>
Closer to home, I've told myself for <i>years</i> I would have a thread-free version of a recursive resolver for my own MaraDNS.  I finally started writing the code in late 2007.  Around the end of 2007, I had a working basic non-recursive cache.  The project was put on hold in 2008 while I got out of the Slashdot-posting basement and looked for a girlfriend.  I finally got one around the end of 2008, and was able to spend 2009 adding a lot of features to the code, making a lot of releases of the code.
</p><p>
Well, around September of 2009, I got burnt out.  Too much work for too little (almost no) pay.  I stopped doing major development on the recursive code at that point, but have a really nice non-recursive cache with most of the foundation needed to make it a recursive cache.  I do want to get back in to the project; but it's a lot of work and having a few thank you emails doesn't feel like enough compensation at times, especially when the other half of the emails are people asking me to implement their favorite pet feature for fun and for free, or asking for free email support.  I finally put a plug on that nonsense by making it extremely clear that I only answer private email for people willing to pay me.  <a href="http://maradns.blogspot.com/search/label/freetards" title="blogspot.com" rel="nofollow">Here are some of my rants I blogged about</a> [blogspot.com].  I do get the occasional "you made this nice DNS server, we would like to hire you" email, but haven't gotten a job from that yet.
</p><p>
I do want to finish up the recursive code, and put closure on my DNS server project, but I just haven't gotten myself in the "develop free software" mindset again.
</p><p>
Maybe it's time to stop goofing around on Slashdot and finish up the code.<nobr> <wbr></nobr>:)</p></htmltext>
<tokenext>You know , Duke Nukem Forever is probably the most well-known vaporware software project out there , but it certainly is n't the only one .
Free/open-source software has a lot of these .
As an open-source developer myself , I can understand why .
One issue is that a lot of open-source projects are started by young naive people who do not realize how much time and effort it really takes to make a software program .
Probably over half of the projects on Sourceforge fall under this category .
One example is MooDNS [ sourceforge.net ] , a DNS server that stopped development around the time the developer realized what a pain in the butt DNS compression is .
Another way open-source projects get abandoned is when other software that does the same thing comes along .
For example , the GNU Hurd [ gnu.org ] never became production-ready because Linux came along and was good enough that the perceived need for Hurd development went away .
Other projects that stop development are projects where the developers stop going to school and get real jobs , and no longer have time to devote to an open-source project .
One example of this is the Y Window System [ wikipedia.org ] For all of the advantages of Free software , one issue is that , without , by and large , the developers being paid money , there is not nearly as much motivation to get something finished , so a lot of projects become vaporware .
Closer to home , I 've told myself for years I would have a thread-free version of a recursive resolver for my own MaraDNS .
I finally started writing the code in late 2007 .
Around the end of 2007 , I had a working basic non-recursive cache .
The project was put on hold in 2008 while I got out of the Slashdot-posting basement and looked for a girlfriend .
I finally got one around the end of 2008 , and was able to spend 2009 adding a lot of features to the code , making a lot of releases of the code .
Well , around September of 2009 , I got burnt out .
Too much work for too little ( almost no ) pay .
I stopped doing major development on the recursive code at that point , but have a really nice non-recursive cache with most of the foundation needed to make it a recursive cache .
I do want to get back in to the project ; but it 's a lot of work and having a few thank you emails does n't feel like enough compensation at times , especially when the other half of the emails are people asking me to implement their favorite pet feature for fun and for free , or asking for free email support .
I finally put a plug on that nonsense by making it extremely clear that I only answer private email for people willing to pay me .
Here are some of my rants I blogged about [ blogspot.com ] .
I do get the occasional " you made this nice DNS server , we would like to hire you " email , but have n't gotten a job from that yet .
I do want to finish up the recursive code , and put closure on my DNS server project , but I just have n't gotten myself in the " develop free software " mindset again .
Maybe it 's time to stop goofing around on Slashdot and finish up the code .
: )</tokentext>
<sentencetext>You know, Duke Nukem Forever is probably the most well-known vaporware software project out there, but it certainly isn't the only one.
Free/open-source software has a lot of these.
As an open-source developer myself, I can understand why.
One issue is that a lot of open-source projects are started by young naive people who do not realize how much time and effort it really takes to make a software program.
Probably over half of the projects on Sourceforge fall under this category.
One example is MooDNS [sourceforge.net], a DNS server that stopped development around the time the developer realized what a pain in the butt DNS compression is.
Another way open-source projects get abandoned is when other software that does the same thing comes along.
For example, the GNU Hurd [gnu.org] never became production-ready because Linux came along and was good enough that the perceived need for Hurd development went away.
Other projects that stop development are projects where the developers stop going to school and get real jobs, and no longer have time to devote to an open-source project.
One example of this is the Y Window System [wikipedia.org]

For all of the advantages of Free software, one issue is that, without, by and large, the developers being paid money, there is not nearly as much motivation to get something finished, so a lot of projects become vaporware.
Closer to home, I've told myself for years I would have a thread-free version of a recursive resolver for my own MaraDNS.
I finally started writing the code in late 2007.
Around the end of 2007, I had a working basic non-recursive cache.
The project was put on hold in 2008 while I got out of the Slashdot-posting basement and looked for a girlfriend.
I finally got one around the end of 2008, and was able to spend 2009 adding a lot of features to the code, making a lot of releases of the code.
Well, around September of 2009, I got burnt out.
Too much work for too little (almost no) pay.
I stopped doing major development on the recursive code at that point, but have a really nice non-recursive cache with most of the foundation needed to make it a recursive cache.
I do want to get back in to the project; but it's a lot of work and having a few thank you emails doesn't feel like enough compensation at times, especially when the other half of the emails are people asking me to implement their favorite pet feature for fun and for free, or asking for free email support.
I finally put a plug on that nonsense by making it extremely clear that I only answer private email for people willing to pay me.
Here are some of my rants I blogged about [blogspot.com].
I do get the occasional "you made this nice DNS server, we would like to hire you" email, but haven't gotten a job from that yet.
I do want to finish up the recursive code, and put closure on my DNS server project, but I just haven't gotten myself in the "develop free software" mindset again.
Maybe it's time to stop goofing around on Slashdot and finish up the code.
:)</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_12_22_1335205.30526366</id>
	<title>Re:Sounds like they almost made 4 games</title>
	<author>honkycat</author>
	<datestamp>1261510200000</datestamp>
	<modclass>Insightful</modclass>
	<modscore>2</modscore>
	<htmltext><p><div class="quote"><p>Well, at least young'uns like me can learn from 3DR's mistake.</p></div><p>Too bad 3DR didn't learn from the long history of software management blunders, as recorded in, e.g., <i>The Mythical Man-Month</i>.  The blunders made by the DNF team read like a table of contents for that book.  In particular, mindlessly adding employees to help speed things up in the endgame is usually a recipe for further delay.</p><p>Also, if you're aiming for the technically most advanced game out there, using the engine some other guys developed to do it seems like a questionable strategy at best.  It's sad.  It makes it pretty clear that the original Dukes were accidental successes, at least from a production point of view.  The management clearly had no idea how to actually manage the creative process.</p></div>
	</htmltext>
<tokenext>Well , at least young'uns like me can learn from 3DR 's mistake.Too bad 3DR did n't learn from the long history of software management blunders , as recorded in , e.g. , The Mythical Man-Month .
The blunders made by the DNF team read like a table of contents for that book .
In particular , mindlessly adding employees to help speed things up in the endgame is usually a recipe for further delay.Also , if you 're aiming for the technically most advanced game out there , using the engine some other guys developed to do it seems like a questionable strategy at best .
It 's sad .
It makes it pretty clear that the original Dukes were accidental successes , at least from a production point of view .
The management clearly had no idea how to actually manage the creative process .</tokentext>
<sentencetext>Well, at least young'uns like me can learn from 3DR's mistake.Too bad 3DR didn't learn from the long history of software management blunders, as recorded in, e.g., The Mythical Man-Month.
The blunders made by the DNF team read like a table of contents for that book.
In particular, mindlessly adding employees to help speed things up in the endgame is usually a recipe for further delay.Also, if you're aiming for the technically most advanced game out there, using the engine some other guys developed to do it seems like a questionable strategy at best.
It's sad.
It makes it pretty clear that the original Dukes were accidental successes, at least from a production point of view.
The management clearly had no idea how to actually manage the creative process.
	</sentencetext>
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