A Quote by Joel Spolsky

Not having a schedule is OK if it's your PhD and you plan to spend 14 years on the thing, or if you're a programmer working on the next Duke Nukem and we'll ship when we're good and ready. But for almost any kind of real business, you just have to know how long things are going to take, because developing a product costs money.
Wired gave 'Duke Nukem Forever' the first Vaporware Award, and then the next year it won No. 1 vaporware again, and then again and again until Wired decided, you know what? 'Duke Nukem' is just going to get the lifetime achievement award for vaporware.
The business plan should address: "How will I get customers? How will I market the product or service? Who will I target?" The principles of a business plan are pretty much the same. But after page one to two, everything is unpredictable, because costs or competition will change and you don't know how things will be received by the market. You have to be able to continually adapt. Companies that fail to adapt will die. Others are brilliant at adapting.
I did not acquire the franchise merely so people could experience 'Duke Nukem Forever.' That was, sort of, the toll to pay to give 'Duke Nukem' a chance at a future.
What a lot of people don't know is that I got started as a professional gamemaker when I moved out to Texas to join George Broussard and Scott Miller and Allen Blum who created Duke Nukem, to join those guys and become part of the 'Duke Nukem 3D.'
People take years learning how to act; it's a skill, not just a job. If I tried it out and thought I'd be OK, then perhaps I'd go for it, but it's not the kind of thing you can get into just because of your looks.
People are afraid to spend money now because they dont know how long theyre going to be working.
Duke Nukem' helped bridge the gap between games designed for adults and what they wanted in their entertainment as adults who also wanted to have fun. 'Duke Nukem' bridged that gap and helped bring those things together. It's one of the reasons it succeeded at the time.
I always tell new people in show business. I say, "Look, show business pays you a lot of money, because eventually you're gonna get screwed. And when you get screwed, you will have this pile of money off to the side already." And they go, "OK, OK. OK, you ready? You ready?" "I got screwed." "You got the pile of money?" "Yeah, I'm fine." I mean, that's the way it works.
A lot of people want to start a business, and they're like, 'I wanna start a business, give me some money to invest.' Where is your business plan? Are you investing money yourself into your own business? How is this going to work? People think that they can just come to you with an idea and have money.
Keeping your sanity is sometimes stalling the business aspect of things and being OK with saying no to certain things. Sometimes I just need to be home and write in my diary every day and take long walks. Or just dancing - I have a few dancer friends, and I go to their places and drink tea, and put on these long electronic mixes; maybe smoke a joint, you know? I like to be in nature, and swim in the Swedish sea, and spend time with family.
I did 75 films. I didn't take a break; I didn't spend my money. I have my savings, so when you're not working for money anymore, then you should find things that are meaningful and not just be like, 'OK, that's another day gone.'
You spend your entire time 24 hours a day thinking about when is the next game, and you put together the plan and that's a lot of fun. When the game's ready to go, it's just exciting to see how all your studying is going to pay off.
I ask people what they do in sales, how much money they made last year, what their cost of sales is, and they don't even know. If you don't know your numbers, you're going out of business. I don't care how good your product is.
Grief is bizarre territory because there's no predicting how long it'll take to get over certain things. You just don't know how long it's going to resound in your life.
It's kind of the period of your career where as a fighter, you need some sort of validation from time to time. I mean, winning matches and going off to the next one, without really having any direction, it's fun, but it's good to have a period where you can say "Ok, I won a title. Ok, I got picked up by a big organization." So every step in there is important.
And Duke Nukem, I think he is the most iconic videogame character in the industry. I think Lara Croft is the female and Duke Nukem is the male. Between them, they're the most iconic figures in videogames.
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