Battlefield 6 developers have a big red button that nukes the entire map

Cal Jeffrey

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In context: Having fully destructible environments in video games is nothing new. Studios have been implementing them since the 1990s in classics like Red Faction and One. However, breakable maps come with a caveat – they can break the entire game. For Battlefield 6, developers installed a total annihilation button to play-test maps in their fully destroyed state.

Battlefield built its reputation on scale and spectacle, and the upcoming Battlefield 6 pushes both further. As Zack Zwiezen reported in Kotaku after a hands-on session and developer interview, DICE's designers created a secret tool inside the Frostbite engine that sounds like a player's fever dream: a button that instantly detonates every destructible element on the map.

The existence of this kill switch came to light during Zwiezen's Zoom call with producer Jeremy Chubb and design director Shashank Uchil. When asked if such a tool existed, Chubb answered with an unhesitating "Yeah," and admitted that, yes, pressing it is every bit as fun as one might expect. However, as cool as it is to blow up everything on the map, the tool isn't some idle gimmick. The "big red button" serves a practical role in making sure Battlefield's famously chaotic maps are still fun and playable when reduced to rubble.

According to Uchil, each multiplayer arena has three separate phases: pristine, partially destroyed, and fully leveled. The game needs to be playable in all three, so the button is a shortcut for jumping straight to "peak destruction."

"You can see what is the worst-case scenario," Uchil explained. "Is there enough cover? Do we need to add some more things? Do we need to bring some more assets so in the final stage, it's still fun to play?"

So while it is a "blast" to reduce everything to rubble, the nuke switch is a serious tool that developers respect and only use when needed – that doesn't mean that big shiny red button hasn't tempted developers to hit it for no reason. Chubb admitted the button has occasionally caused "big meltdowns" among performance engineers, since the team designed the maps for destruction to unfold gradually, not all at once. Triggering it floods the engine with physics calculations, leaving raised eyebrows and overheated PCs in its wake.

The idea that such a tool even exists speaks to the extremes Dice must account for when building fully destructible 128-player battlefields. Operation Firestorm, a classic map that the developers remade for Battlefield 6, illustrates the challenge: players can level oil refineries, collapse buildings, and blast open defensive lines. Ensuring that this wanton destruction doesn't render the game unplayable requires drastic shortcuts – and nothing is more drastic than an instant, studio-only self-destruct button.

Zwiezen was probably hoping for a personal demonstration, but didn't ask. Instead, he suggested that EA release GIFs of entire maps collapsing in one instant, and Uchil called it a "good idea." Of course, whether the marketing team runs with the suggestion or not, fans now know the developers' most dangerous toy. Battlefield 6 launches October 10, but unless someone creates a mod, only DICE's designers will ever get to feel the illicit thrill of blowing up everything with one irresistible click.

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I'll be the fun of the party... Yeah, it's a tiny developer function for testing level design and gameplay, not even performance, so what, every dev team or engine has these things, of course. 🫣🤣🎉
 
Alright, I take it back. It smelled like an ad. Your professionalism is appreciated.

Previous message before the edit: You wanna make a Battlefield 6 ad, just say so. Put a sponsored tag up there or something.

This is shameless. Writing a whole article about how there is this tool they have to test whether their game works and just plugging a trailer in there... A behind-the-scenes with a detailed explanation of how it works with some interesting insight, I would've understood. This is blatant marketing.
 
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Okay, let’s talk about what this article is from the person who wrote it.

First, it’s not an advertorial. That would require a monetary exchange between EA/DICE and TechSpot, and no such exchange took place. We received no advertising dollars for this piece, so it is not a Battlefield 6 advertisement. Furthermore, I’ve never been particularly invested in the Battlefield series—I’ve tried a few of the games without them really grabbing me—so I wouldn’t be inclined to write promotional content for it.

So what is this article? It’s simply a slow news day/weekend piece on something I learned about the game’s development in an interview with the developers who created it. I thought it was interesting and worth sharing with readers who might also find it cool. We publish pieces like that from time to time under our Found tag, which highlights fun or unusual aspects of technology and gaming. If the omission of that tag caused any confusion, I’ve corrected it and apologize for the oversight.

EDIT: And regarding the trailer--we use them all the time. In this case, I felt the trailer had many good examples of Frostbite's destruction physics to show people who might not have seen it. It was relevant supplemental material.
 
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So this is simply a way to test a level and gamers will never see it… could this just be a thinly veiled advertisement for Battlefield 6? Naaaaahhh…
Oh and @Squid Surprise:
Justin-Timberlake-Blank-Stare.gif
 
Fun should take precedence over balance or monetization.
I'd argue balance is a big part of what makes a multiplayer fps game fun. Imagine if all the sniper rifles had unlimited ammo, could shoot 3 times a second, never needed to be reloaded and no kick back? That would make the game boring.

In single player games it's fine, but in multiplayer games, the moment something is overpowered (unbalanced) everyone takes advantage, making the games overall fun lower significantly or in the most extreme cases, entirely kill the community and lose its playerbase.

I'm not saying balancing should override fun, I'm just saying it's a huge component to having fun in a game like this and shouldn't really take a back seat to many other things.
 
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