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How DICE fell in love with destruction

Nutt, Christian and Kris Graft. 2012. “How DICE fell in love with destruction.” Game Developer.

Cite as
Nutt and Graft, How DICE fell in love with destruction (2012)
Original
https://www.gamedeveloper.com/design/how-dice-fell-in-love-with-destruction
sha256
9bbc6aa98ffc4cad7bc523277f6a817e8c03b5650dab6c3f3701c1f8e87ab393
Archived
http://web.archive.org/web/20241111043829id_/https://www.gamedeveloper.com/design/how-dice-fell-in-love-with-destruction
Accessed
2026-10-22
Licence
© the publisher; quoted briefly
Credit
Christian Nutt, Kris Graft
Notes
Game Developer (Gamasutra) feature of 15 Nov 2012 built on an interview with DICE general manager Karl-Magnus Troedsson; his quotes are primary. Locators are paragraphs counted by the opening words.

Cited on

  • Destructible terrain

Claims (2)

DICE's general manager Karl-Magnus Troedsson told Game Developer that the studio's focus on destruction came out of discussions of how to differentiate itself, and recalled a Battlefield: Bad Company demo in which a tank kept "shooting holes in the houses", forcing a player on foot to move.paragraph opening "[The concentration on destruction]"paragraph opening "We had one demo I remember"Interview
Game Developer's 2012 feature says the Frostbite engine debuted in 2008 with Battlefield: Bad Company, which let players destroy parts of walls and parts of vehicles.paragraph opening "Earlier DICE games"paragraph opening "Earlier DICE games"Interview
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