Randy Pitchford worked on Duke Nukem 3D and is now the CEO of Gearbox - the studio behind Borderlands. More recently he's been in the news as the man responsible for saving Duke Nukem Forever. Last week we sat down to hear why Pitchford simply couldn't say "no" to taking on the most delayed release in the history of gaming.
Q: So, how are you feeling at the moment?
Randy Pitchford: You know, I can't believe it [laughs]. Every day I feel blessed. But when you're responsible for something like this, you've just got to figure it all out, and just focus on the mission. So there's a lot of that, a lot of focusing on the mission! [laughs]
Q: On a personal level, is this the biggest thing you've done?
RP: On a personal level, it's very big. I don't know what to expect when it comes out in America. I know I've got to do what I've have to do, and everybody involved feels the same way - like, we just have to do it. But on an emotional level, it's really big. It's kind of weird, if you think of all things you take a risk on and put money into, Duke Nukem Forever is probably the riskiest thing you could bet on! But I think you get a sense of the situation you're in, and the situation that unfolded, and how could we not? If I didn't get involved, if our studio didn't get involved, I would have regretted that my entire life.
Q: It's pretty amazing, given that Duke Nukem 3D was the first thing you worked on. I don't believe in fate or anything, but still...
RP: Well, when you look at it at the end it might seem like it's fate, but in fact it's that connection that enabled it to happen. It's not that it was random. If I wasn't there when we were building the brand, if Brian Martell and I weren't part of Duke 3D, I'm not sure that George [Broussard] and Scott [Miller] would have trusted us. I mean, George knows what I can do, he knows that I get Duke. I was there building it, you know? I remember how thrilled I was when he played my Area 51 map and he was like, "Dude, Randy, this is the best work you've ever done! This is so Duke. We've got to do something like this in Duke Forever." I felt a lot of pride, and I know that he knows that I get it. He knows I love it, that I'm in the character. I don't think he'd have trusted me [if it weren't for that]. I mean, he burnt his own house down so that it didn't fall into random hands.
Q: It's nice that the story has a happy ending...
RP: We're not there yet! But we're going to get there.
Q: Would you have been able to do this had Borderlands not done so well? Or would you have picked this up anyway, under any circumstances?
RP: We had closed the deal before I knew how Borderlands had done. Certainly the fact that Borderlands existed... we knew, several month before we launched it, that we loved the game. I've worked on a lot of games, and sometimes you feel like okay, you've finished it - you put it in a box and you don't want to see it anymore. But sometimes it's just like, "Man, I just want to keep [playing]." It's just fun. You can tell. When the people themselves want to play the game, and the folks at the publisher are playing the game... We were having a great time with it, we knew we had something special. We weren't sure what was going to happen - it's so tough to launch new brands - but we knew the game was good, and that was enough for us. So we had a lot of trust between 2K and Gearbox, and I think that had a big deal to do with it. Everything in this world happens because people do them, and when you have complex things that require lots of people that only happens when they all trust one another, and they can function with that trust. I think Borderlands helped Gearbox and Take-Two build trust, and if that didn't exist this wouldn't have been likely. If I'd just been some random, hadn't had any relationship with Take-Two and I'd acquired Duke Forever and I'd said, "Hey, we'd like you to settle your lawsuits and we'd like to make the game with you. You have the publishing rights, I have the game now, so we'd like this to go forward," - that would have taken years to sort out.