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MATS: In a way, that’s what went wrong with Codename Eagle. The whole reason we did Battlefield 1942 was to create a game WE wanted to play. MAGNUS: I also believe that had we cared more about sales than what the game really was, I don’t think it would have turned out as great as it did. MATS: Yeah, those were the things you cared about, more so than the economy.
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Sure we had high ambitions and high hopes, but this just felt crazy.
Codename eagle battlefield update#
LARS: Do you remember when we launched the demo? We went to Fenix to grab a bite the same evening that we launched the Wake Island demo, and Söderlund kept calling me all night to update our numbers: “Now we’ve beaten this game, now this game, now we beat Unreal!” and we just sat there and toasted and shouted with joy. Maybe around seven or eight thousand, and I remember first thinking “Oh shit! 8,000 people are playing Battlefield right now!” and then “How can our buggy mess of a game hold up under this amount of pressure?” I don’t know what the peak was initially. What I found interesting and fun was seeing how many people were actually playing the game. MATS: The whole thing about selling units wasn’t really what occupied your mind. The second biggest game back then, Unreal, had something like 14,000 in PSU. Sweden was such a small territory, so we jokingly aimed at beating Counter-Strike with their PSU of 60,000 I think. But we had to get the game out there into the hands of people so they could see it for themselves.
![codename eagle battlefield codename eagle battlefield](https://i.ytimg.com/vi/EtUrwcRF0PA/hqdefault.jpg)
Having seen the way people reacted to multiplayer in Codename Eagle, we always knew we were onto something really good. The waiter enters and sets down four plates at the table. LARS: I often get the question, especially at awards ceremonies in Sweden, what it feels like and if we ever counted on becoming this big. MAGNUS: That’s almost impossible for me to grasp.
Codename eagle battlefield series#
LARS: I think we’ve sold more than 50 million across the series by now. Fifteen million now maybe equates to two or three million back then? Fifteen million wasn’t even on the radar. The talk around town was that if you sold one million, you had done great. Maybe I was even so naïve to believe Battlefield 1942 would make 15 million units. STEFAN: Back then I was pretty naive, so maybe I would have believed it. The opening subject: What if someone had said back in 2002 that Battlefield 3 would sell 15 million units? After sitting down and making their orders, they start discussing Battlefield. Mats, Lars, Magnus, and Stefan enter Gondolen. Still at DICE.Ĭlassic restaurant Gondolen near the DICE office in the southern parts of Stockholm, Sweden. Artist on Battlefield 2 and Battlefield 2142. Lead Artist on Codename Eagle at Refraction Games. Sound Designer on Battlefield 1942 and involved in most Battlefield titles since. Joined DICE as composer for Benefactor on the Amiga. Producer on Battlefield 1942 and nowadays Creative Director. Still at DICE.Īrtist on Codename Eagle at Refraction Games. Programmer on all Battlefield games since.
![codename eagle battlefield codename eagle battlefield](http://speed-new.com/wp-content/uploads/2015/05/2353422.jpg)
Envisioned the original “Virtual Battlefield” concept together with Johan Persson. Had you been sitting at their table, this is what you would have seen and heard.Ĭo-founder with Johan Persson and Patrick Söderlund of Refraction Games where they developed Codename Eagle, the spiritual predecessor to Battlefield. They came to eat and they came to talk about Battlefield past, present, and future. All photos © DICE / Lars Mårtenssonįour of the most battle-scarred veterans at DICE went for a 10th anniversary lunch to celebrate Battlefield. Here sits 40 years of Battlefield experience.