Lars Gustavsson, a creative director at DICE, did a talk yesterday at the DICE Summit about how the company rolled the dice with Battlefield 1942 and ended up making it big, and what they're working on now. G4 liveblogged it:
He goes on to give an interesting take on the shift in direction we've seen since then, with all these new Battlefield games deviating from the norm.
I can't think of any more clever ways to use the word "dice" here, so go ahead and read the full article to get a good view of how our favorite game studio is trying to innovate rather than pumping out the usual "back of the box" oriented Battlefield games. (Not that there's anything wrong with that.)
3:32 PM - DICE first shipped Pinball Dreams in 1992. Today, they employ 260 people in Stockholm, Sweden. In 2000, DICE bought Refraction Games, where Lars had worked. Refraction had been working on a FPS called Codename Eagle. It was a 16-player game that included vehicles.
In 2000, before they were purchased by DICE, they had been working on Battlefield 1942. They were met with doubt at E3 and went back to Sweden. In January 2001, EA Partners signed up Battlefield 1942 and they had a publishing agreement. They had too many features in the game, but didn't have enough risk analysis. Depsite all of the features that didn't make it, they managed to ship the game to great success. It was the start of the studio.
In 2000, before they were purchased by DICE, they had been working on Battlefield 1942. They were met with doubt at E3 and went back to Sweden. In January 2001, EA Partners signed up Battlefield 1942 and they had a publishing agreement. They had too many features in the game, but didn't have enough risk analysis. Depsite all of the features that didn't make it, they managed to ship the game to great success. It was the start of the studio.
He goes on to give an interesting take on the shift in direction we've seen since then, with all these new Battlefield games deviating from the norm.
3:38 PM - DICE's DNA is "innovation over execution" and fulfilling dreams. It's a blessing and a curse. When they shipped Battlefield 1942, everyone was just counting maps and the amount of players. The push was for "back of the box" stats.
Fast forward to 2008, DICE is now a member of the EA family. In 2008, they shipped Battlefield: Bad Company and Mirror's Edge. Now, instead of "back of the box" stats, it's about the experience that the game delivers.
Fast forward to 2008, DICE is now a member of the EA family. In 2008, they shipped Battlefield: Bad Company and Mirror's Edge. Now, instead of "back of the box" stats, it's about the experience that the game delivers.
I can't think of any more clever ways to use the word "dice" here, so go ahead and read the full article to get a good view of how our favorite game studio is trying to innovate rather than pumping out the usual "back of the box" oriented Battlefield games. (Not that there's anything wrong with that.)

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