Page 36 - Old School Gamer Magazine Issue #39 FREE Edition
P. 36

 So, hopefully, they eventually fully back off making false claims.
OSG: What is something you would have changed in a game back in the day that you wish you had?
SM: In 2004 I would have allowed Digital Extremes to finish development of Duke Nukem Forever, because by that point it was more than obvious it was too hard of a project for Apogee to finish properly.
John Romero, co-founder of Id Software, wrote in his memoir, Doom Guy (2023): "[When we sent Scott our new scrolling engine demo] he got it, understood its potential, and said 'I need you guys to make a new game with this tech!' I loved what I heard. We really valued Scott's input; he was an ideal partner."
Richard Moss, author of Shareware Heroes (2023), wrote: "The Apogee model changed everything. It either led to or helped bring to life Duke Nukem, DOOM (and everything else Id ever made), game modding, Epic Games, the popularization of game demos, and the rise of free-to-play (with microtransactions drawn from the coin-op biz)."
OSG: What are your opinions of the independent developers of today
and how are they different from back when you started up Apogee?
SM: In many ways indie studios have
it much easier because of the vastly powerful engines, editors, and development tools now available, versus in the 1990s. This is seen in games like Turbo Overkill being 95% developed by a single developer (Sam Prebble), while
a game with similar scope in the mid or late 90s would have taken 20 people to make in the same time frame (two years).
In August 2021,
Embracer Group announced that they acquired the company through Saber Interactive, which will be the parent company. 3D Realms has
since published Cultic (2022), but as of 2023 has not released any other titles.
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