Wow. If you watch the trailer, the gate that closes on a monster actually crumples where the monster gets stuck underneath it. This seems like one of those guys who really nit-picks down to the very last detail. It's probably like having a Steve Jobs around, except without the sense of urgency for shipping the actual product. Saying to your team "we could build for 5 years and not deliver anything" is probably not the right attitude you want to instill in a gaming upstart.<p>I was really blown away when a friend showed me that you could blow up parts of buildings in a recent popular game, and then I realized that the effect wasn't all that glamorous after buying the game. It wasn't as if you were dynamically destroying buildings, they just had pre-calculated bits and pieces that would fall off if you shot near them. Broussard would have said "no, the buildings have to be destroyed dynamically" and at that point, the game would never have been shipped.<p>On top of that, 18 developers? The effects they were after seemed really cool, but as the article pointed out, game teams are growing:<p>"The long grind began to wear on the staff. The Duke Nukem Forever team was unusually small; by 2003, only 18 people were working on it full time. This might have been adequate back when the game was announced in the mid-’90s. But in the years that Broussard had spent tweaking Duke Nukem Forever, games had become bigger and bigger. It wasn’t unusual for a developer now to throw 50 people or more at a single title. In essence, 3-D games had grown up: It’s as if Hollywood had evolved from tiny hand-cranked three-minute reels to two-hour epic blockbusters in half a decade."<p>I don't think this guy had anywhere near enough people to get this done.