For this week’s dissecting design, I’m taking a look at what happened to Duke Nukem Forever. An example of feature creep and mismanagement, Duke Nukem Forever pales in comparison in terms of design and modernizing that happened to Doom 2016.
For hitting 1.5k subs on the YouTube channel, there is now another vote up for the next let’s play. You can vote either on twitter or on the video comments and the time limit is one week.
Even though I’m not at GDC this week, I’m going to use this as an excuse to take it easy with the postings. There will still be videos going up daily on the YouTube channel, but I’m not going to take a break from writing and the cast for this week. Friday will have the recording of Game-Wisdom Live and then Monday will began regular postings and the weekly cast.
Today’s Dissecting Design switches gears to cover a game that sadly did not turn out well. Clockwork Empires was one of my most anticipated games, but the game was released to poor reviews and it looks like Gaslamp may have gone under as well. In this video, I talked about the design issues with the title that I saw from watching the numerous builds and dev logs.
Clockwork Empires’ issues are important lessons for developers to study and the challenges of designing a game with so many moving parts.
One correction, when talking about the lower and middle class. If the overseer dies, the lower class workers do not disappear, but they will not continue that job unless you assign a new overseer to the job and add them back.