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Scott Miller Interview (3D Realms)

The Adrenaline Vault interviewed Miller as his company oversees the final leg of production on the valueware title Duke Nukem: Manhattan Project and continues development on Duke Nukem Forever -- a 3D shooter we last saw in 1999.

Here are some bits:

To me, Duke Nukem: Manhattan Project feels like an old-school Apogee platformer made using modern technology. Was that intentional?

Miller: Yes. The project began with the idea of going back to the side-view platform style of gameplay by which Duke got his start in 1991. I don't think we've seen a decent platform game on the PC since Jazz Jackrabbit, and that still used the genre's typical flat 2D graphics.

Perhaps more relevantly, why has it taken so long to make Duke Nukem Forever?

Miller: It's not been a smooth project, at least in the first two years, when we were struggling with id's Quake engine and then with an Unreal engine that Epic Games was constantly patching. But now DNF is moving smoothly for the most part. It's such an ambitious project that it can't be done in two or three years.

We're a company that's driven by fear. We fear not making a game that will surpass the high expectations of Duke fans. We fear making a game that's superceding by a competitor's game. We fear the idea of releasing a flop. Fear drives us forward, doesn't allow us to relax, and forces us to make the best game we possibly can.

News source: The Adrenaline Vault

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