Dave Kosak: Top ten real-time strategy games of all time – Point. Click. Kill. GameSpy, 1. Februar 2004, archiviert vom Original am 16. Juni 2010; abgerufen am 2. Dezember 2008 (englisch): „You can’t really talk about the real-time strategy genre without giving a nod to Dune II, the title that kicked off the phenomena.“Info: Der Archivlink wurde automatisch eingesetzt und noch nicht geprüft. Bitte prüfe Original- und Archivlink gemäß Anleitung und entferne dann diesen Hinweis.@1@2Vorlage:Webachiv/IABot/archive.gamespy.com
MrFlibble: Dune 2 v1.07 Fix. dune2k.com, 29. März 2009, abgerufen am 26. September 2019 (englisch): „This patch is designed to fix some errors in Dune II v1.07, first and foremost the so-called team bug (an internal syntax error that prevented the AI from assembling attack teams of combat vehicles), as well as a couple of other issues.“
Dave Kosak: Top ten real-time strategy games of all time – Point. Click. Kill. GameSpy, 1. Februar 2004, archiviert vom Original am 16. Juni 2010; abgerufen am 2. Dezember 2008 (englisch): „You can’t really talk about the real-time strategy genre without giving a nod to Dune II, the title that kicked off the phenomena.“Info: Der Archivlink wurde automatisch eingesetzt und noch nicht geprüft. Bitte prüfe Original- und Archivlink gemäß Anleitung und entferne dann diesen Hinweis.@1@2Vorlage:Webachiv/IABot/archive.gamespy.com
Edge-Redaktion: Retrospective: The Making of… Dune II. In: Edge-Magazin. Future Publishing, 9. Dezember 2008, archiviert vom Original am 16. Januar 2013; abgerufen am 29. März 2011 (englisch): „Herzog Zwei was a lot of fun, but I have to say the other inspiration for Dune II was the Mac software interface. The whole design/interface dynamics of mouse clicking and selecting desktop items got me thinking, ‘Why not allow the same inside the game environment? Why not a context-sensitive playfield? To hell with all these hot keys, to hell with keyboard as the primary means of manipulating the game!“
Will Porter: Command & Conquer – Origins. Future, plc, 28. Februar 2008, archiviert vom Original am 28. Dezember 2010; abgerufen am 2. April 2008 (englisch): „Dune has spice, which made perfect sense – and it was also used when we came to the idea of tiberium. It became the anchor of the C&C universe because people were arguing over a limited resource that represented wealth and power […]“
Bruce Geryk: A History of Real-Time Strategy Games.GameSpot, 19. Mai 2008, archiviert vom Original am 10. Januar 2004; abgerufen am 31. März 2008 (englisch): „It wasn’t until some time after the game was in development that I decided to call it “real-time strategy” – it seems obvious now, but there was a lot of back and forth between calling it a “real-time war game”, “real-time war”, “wargame”, or “strategy game”. I was deeply concerned that words like “strategy” and “wargame” would keep many players from even trying this completely new game dynamic. Before 1992, wargames and strategy games were very much niche markets – with the exception of Sid Meier’s work – so my fears were justified. But in the end, it was best to call it an “RTS” because that is exactly what it was.“
Dave Kosak: Top ten real-time strategy games of all time – Point. Click. Kill. GameSpy, 1. Februar 2004, archiviert vom Original am 16. Juni 2010; abgerufen am 2. Dezember 2008 (englisch): „You can’t really talk about the real-time strategy genre without giving a nod to Dune II, the title that kicked off the phenomena.“Info: Der Archivlink wurde automatisch eingesetzt und noch nicht geprüft. Bitte prüfe Original- und Archivlink gemäß Anleitung und entferne dann diesen Hinweis.@1@2Vorlage:Webachiv/IABot/archive.gamespy.com
Edge-Redaktion: Retrospective: The Making of… Dune II. In: Edge-Magazin. Future Publishing, 9. Dezember 2008, archiviert vom Original am 16. Januar 2013; abgerufen am 29. März 2011 (englisch): „Herzog Zwei was a lot of fun, but I have to say the other inspiration for Dune II was the Mac software interface. The whole design/interface dynamics of mouse clicking and selecting desktop items got me thinking, ‘Why not allow the same inside the game environment? Why not a context-sensitive playfield? To hell with all these hot keys, to hell with keyboard as the primary means of manipulating the game!“
Will Porter: Command & Conquer – Origins. Future, plc, 28. Februar 2008, archiviert vom Original am 28. Dezember 2010; abgerufen am 2. April 2008 (englisch): „Dune has spice, which made perfect sense – and it was also used when we came to the idea of tiberium. It became the anchor of the C&C universe because people were arguing over a limited resource that represented wealth and power […]“
Bruce Geryk: A History of Real-Time Strategy Games.GameSpot, 19. Mai 2008, archiviert vom Original am 10. Januar 2004; abgerufen am 31. März 2008 (englisch): „It wasn’t until some time after the game was in development that I decided to call it “real-time strategy” – it seems obvious now, but there was a lot of back and forth between calling it a “real-time war game”, “real-time war”, “wargame”, or “strategy game”. I was deeply concerned that words like “strategy” and “wargame” would keep many players from even trying this completely new game dynamic. Before 1992, wargames and strategy games were very much niche markets – with the exception of Sid Meier’s work – so my fears were justified. But in the end, it was best to call it an “RTS” because that is exactly what it was.“
Dave Kosak: Top ten real-time strategy games of all time – Point. Click. Kill. GameSpy, 1. Februar 2004, archiviert vom Original am 16. Juni 2010; abgerufen am 2. Dezember 2008 (englisch): „You can’t really talk about the real-time strategy genre without giving a nod to Dune II, the title that kicked off the phenomena.“Info: Der Archivlink wurde automatisch eingesetzt und noch nicht geprüft. Bitte prüfe Original- und Archivlink gemäß Anleitung und entferne dann diesen Hinweis.@1@2Vorlage:Webachiv/IABot/archive.gamespy.com