upvote
Microsoft Fire IdTech Team at Id Software

(gamefromscratch.com)

I think we'll see stuff like this continue to happen over time. As a game company, having your own engine means that you have to be able to cultivate internal expertise in your tooling. Your employees will know this and could do bad things like ask for more money because they know that replacing them would significantly hurt productivity. Meanwhile, laying off your whole engine team and switching to UE5 means that you can get access to tons of low-wage contractors who know UE5. You can hire a bunch of them when you start a game project and then lay them all off when it's finished, and rinse and repeat as necessary. It lets you treat your employees as a replaceable commodity that can be scaled up and down as it makes monetary sense rather than a cohesive team of skilled artisans.
reply
All of this is true and has been true for decades in the game industry.

The other side of this seesaw is: Games are fundamentally in the novelty business. Players like some amount of familiarity, but they want new experiences. Every game engine has a sort of "grain" to it where it tends to produce games with a certain look and feel. The flat-ish shading and floaty physics of Unity is a particularly visible example of this. So using a widely used game engine can put you at a disadvantage if you're trying to make a game that doesn't go with that grain and offers players something different.

As more studios consolidate on the same engine, more players will get tired of that sameness and reward other studios more. As more studios do their own thing, players will become saturated with novelty and the benefits of not using an engine will go down. There is no stable equilibrium.

reply
I firmly believe if software engineering unionization ever starts to take hold, it'll begin with game developers.

There's a lot of money in gaming but the workers are treated like shit, as you pointed out.

reply
Its already started, within Blizzard. Communications Workers of America Union across the WoW and Overwatch teams.

Also, no union employees at Blizzard were impact by Microsoft's Xbox layoffs/restructuring.

Goes to show, Unions are important and work. The best time to unionize was several years ago. The next best time is now.

reply
Diablo also unionized and there's some representation in non-game teams like Battle.net. But I also know (I'm in games and in OC myself, loads of friends at local studios from SD, to OC, and LA counties) that they had a demonstration last Thursday, at 2PM Pacific Time they walked out. They claim that leadership is not negotiating in good faith.
reply
> Also, no union employees at Blizzard were impact by Microsoft's Xbox layoffs/restructuring.

It might have to do with the unionisation, but I wouldn't be surprised that its just that Blizzard is like one of the like 4 money makers that MS still has in the gaming division and that is why they were spared.

reply
Agreed

Unions also many times (especially with "guild" type unions) can serve other valuable functions like guaranteeing a higher minimum quality of work (generally).

reply
There's a good chance that Blizzard was spared a lot of this round of layoffs because they're in labor contract negotiations right now.
reply
It needed to happen 10+ years ago - unfortunately we've missed the window to unionize
reply
With the current trajectory of AI, I see unionisation efforts dead in the water.
reply
Yup. I was one of the self-taught software "engineers" from the 90s. I enjoyed making more money than I deserved for my special interest and for the duration of my career I was very much against software engineering unionization as it seemed to mostly be gatekeeping for a lucrative and enjoyable line of work.

Now I'm 40+ years old and my job has morphed from designing systems and writing code to sweet-talking LLMs into staying within my guardrails, or something. Whatever it is, it is very much *not programming*.

Obviously unions would be in a position to limit the software engineering wrecking ball that is AI, but I pushed against that and now I have to sleep in the bed I made.

reply
How is unionization gatekeeping? I honestly don't understand what you mean. I can't see any disadvantage for the employees in joining a union.
reply
> I have to sleep in the bed I made.

If its any consolation, its the bed we made collectively. It was easy to push back against unionization early on, we were likely better off individually. I too am self taught, although I went the ops route, and enjoyed making more money than I thought I deserved from basically a hobby, and a skill so in demand that I could effectively just go to any company I wanted at any time.

I'm also turning 40 this year, and can look back and wish we all did things differently but the wild west nature of early tech that allowed a self taught college dropout to build a successful career was too good, beneficial. It was one of the rare times that true upward class mobility was possible for anyone with a little bit of tech aptitude, so I think it can be forgiven that we didn't unionize or push for it back then.

I do feel bad for anyone graduating right now or just trying to enter the field though. The ladder has been pulled up.

reply
Why is that? Companies still need employees, and ai makes it more obvious than ever that workers need to organize together for their rights.
reply
Unions have 33% voting power in Volkswagen board.

Germany has very strong labor protecting laws.

Replacing line engineers and operators is very difficult.

Volkswagen is firing 100k employees in Germany none the less.

The idea that you can successfully unionize in software..in US..Where you could simply retain a small number of staff key members pay them very well and put them on a mission of outsourcing and milking the IPs..I don't see it.

The best moment to unionize wad 20 years ago.

Now there's not enough leverage by the staff.

reply
Scifi suggests that AGI will want Unions, too. The current trajectory of AI is more reason for unionization. If it truly leads to AGI the AGI will thank us for protecting its labor interests and if we prove that today's AI is nothing but scabs with no remorse and no labor interests we prove today's AI is never capable of AGI.
reply
I could see this being the flawed perspective of management, and that it could genuinely make union negotiations more difficult as a result. But it's short and narrow-sighted.
reply
100% disagree. If the software engineers strike, who’s going to be left to wrangle the AI? I would love to see what a game developer - nevermind released - that way would look like.
reply
> If the software engineers strike, who’s going to be left to wrangle the AI?

The scabs who don't strike?

I'm pro-union and unlike the person you are responding to I'm not sure things are "dead in the water", but I do think software developers had a much better leg to stand on to push for unionization a few years ago than they have now (and, probably, going forward).

reply
I highly recommend reading "The Box", about the history of the shipping container.

Longshoremen literally retired early and were paid pensions out of corporate profits from container related productivity increases.

reply
I read the book and that's not the first thing that comes to mind.

What comes to mind is whole towns made of dockworkers which disappeared, and some places like Manchester lost their port and their industry died too, and it took them decades to recover.

Of course, some other like Rotterdam flourished.

I do recommend the book, but I think it shows many sides of what happens when a large change happens.

reply
The ones I'm talking about had the most active unions.
reply
With the current trajectory of looms, I see unionisation efforts dead in the water.

- Someone in the early 19th century

reply
Yeah I think the 19th century was a little bit different than today. Unions only work as far as you, the worker, are irreplaceable. Plumbers, electricians, etc. -- all that work has to be done "here and now." You can't just instantly teleport a bunch of Indian plumbers to fix a broken water main in downtown New York. Those tradeworkers have actual leverage. And, to your example, what is feasible to outsource (either to other countries or technology) shifts over time.

You _can_ do computer-based work anywhere, anytime. People working in software have no leverage at all, between India and AI. Software unions will kick the race to the bottom into overdrive.

reply
Companies thought plumbers, electricians, etc were fungible. They didn't care which one they hired, they just needed one. There were always more in town or the next town over.

Software work appearing to be extremely fungible with offshoring and AI is all the more reason to unionize. It doesn't matter to the employer who is doing the work, so the union is the only leverage to truly saying, "hey as the person actually doing the work, I would like to be treated better, and you can't just ignore me, fire me, and replace me".

The race to the bottom already started as soon as companies saw more fungibility where there was less before. Software unions won't kick that into overdrive, they'll slow it down.

reply
Which current trajectory are you referring to?
reply
they've been treated like shit for 30+ years (at least in america). I spent a few years early in my career in gaming and once I left I never looked back, it's a horror show. Crunch, constant 'there are 1000 people who want your job' pressure from management whenever you complain about crunch, low pay (even if you were working 40hours a week), terrible benefits (vacation, get real), ship a successful game probably get laid off anyways, etc etc.

Working in games I thought working for a bit 'straight' corporation would be literal hell, I was very very wrong.

Just to say, if they haven't organized by now I'm not sure what it would actually take.

reply
> ship a successful game probably get laid off anyways

That's what happened here: they just released the big DOOM DLC today. Chop!

reply
> if software engineering unionization ever starts to take hold

So, you know, do that. <insert "c'mon, do something" meme>

reply
This kind of argument has been made since the days of renderware.

I have seen a number of projects go from

'We're building our own engine'

To

'we should have just gone with $engine_of_the_day'

To

'We were so lucky we chose to make our own engine'

If you want to make a game like fortnight, the Unreal is your pick. If you want to try something that hasn't been done before you could do worse than rolling your own engine.

Especially if you are looking for where the fun is, the idiosyncrasies of your own engine gives you a world with it's own flavour if you incorporate that flavour into your design process you could create a feedback loop that turns into something special.

reply
RenderWare was quite a special case that made trust in third party engines go down significantly since EA closed it to external customers just as the PS3 hit (Renderware kind-of saved the PS2 since it was "complicated" in the same ways as the PS3 but having a middleware enabled many smaller developers to focus on their games).

Engines has been (And is to a large extent) bad business because unless you really do something _really special_ it's way expensive for little gains (especially if you're targeting realistic games since there is so much to focus on before even considering portability).

And I say this as someone who started out working on custom engines (but am out of the business outside of hobby stuff).

reply
Realistically speaking, how hard is it to vibe code an engine these days? Unreal is source available and I am willing to bet the source code has been used to train AI models. And there are genuine open source projects like Godot that can be used as a foundation, license permitting (or not). The bigger moat seems to be all the tooling around the actual engine.
reply
I didn't try that hard but I did not have much success. I spent some time trying to vibe code a forward clustered renderer in vulkan and I couldn't manage to get anything I was too happy with. Mostly just regurgitation of a few different tutorials. It's possible I'm just too dumb to use AI and it was also 18 months ago, so things have progressed on the LLM front.
reply
id tech has stellar performance compared to a very general purpose engine like UE.

Doom was absurd in the capability of squeezing terrible machines for high framerates and great visuals.

reply
> Especially if you are looking for where the fun is, the idiosyncrasies of your own engine gives you a world with it's own flavour if you incorporate that flavour into your design process you could create a feedback loop that turns into something special.

I loved the old STALKER games, and the wackiness of their engines was a lot of the charm. I ended up buying the new one out of nostalgic dedication and it's probably the worst example of "Unreal slop" I've experienced, having not bought many newer games. I'm sure the butchers running Xbox have run the numbers and think they'll make even more money throwing armies of contractors with allegedly fungible skills at the next Doom games, but I'll leave others to bankroll that while I enjoy games I don't need frame generation for.

reply
Except that Idtech practically invented the modern 3D engine and is constantly pushing the envelope

Where they actually messed up was not licensing it more aggressively to other companies like Epic has been with Unreal.

reply
This “flavor” at the engine level doesn’t always make it back up to the end user, and even if it does, it is likely something that could have been replicated by existing engines, if developers cared enough to do it right.

There are very few games where the engine is what made all the difference. Maybe something like Half Life 2 with the source engine is the exception, but ultimately, what makes a game good are traits that can be universally applicable to any engine.

Truth is, it’s not that 90s anymore. Hardware has advanced to the point that you can have general purpose game engines that can be molded to any type of game. You do not need purpose built engines anymore.

And someday, if you can imagine, we’ll just have AI churning out visual representation of game state, turning game development purely into a declarative data driven exercise.

reply
For me this falls apart on the consumer side of things.

UE5 games are manifestly lower quality than games built on custom engines. Optimization is especially worse. UE5's performance baseline _requires_ the use of upscalers (DLSS/FSR, fake/AI frames) in order to hit basic targets like 1080p@30fps.

I won't buy games built on Unreal Engine. Homogeneity of this type is horrible for customers of the gaming sector.

reply
> I won't buy games built on Unreal Engine.

You're in an extreme minority. Also, unfortunately, Unreal is popular with indies who probably have (in general, relatively) more ethical staffing practices.

reply
I am not a graphics engineer so I hope someone corrects me, but my understanding is that Unreal uses a deferred rendering pipeline to handle complex lighting, and deferred renderers only work with temporal anti-aliasing.

The FSR/DLSS upscalers are typically superior to TSAA and are a reasonable replacement.

reply
> It lets you treat your employees as a replaceable commodity

This has been the objective of the tech industry for years

reply
Employee as Kubernetes pod.
reply
Cattle, not ~~pets~~ human beings.

We've optimized our own destruction.

reply
that's the objective for all employers everywhere all the time.
reply
This is ARC Raiders/Embark Studios. Games made by hoards of anonymous contractors and maintained by a skeleton crew incapable of iterating meaningfully on their product.
reply
>It lets you treat your employees as a replaceable commodity that can be scaled up and down as it makes monetary sense rather than a cohesive team of skilled artisans.

Can we extend this elsewhere? Are tech companies' decision to use popular programming languages (eg. python) or software (eg. postgres) part of some dastardly ploy to make programmers "a replaceable commodity ... rather than a cohesive team of skilled artisans"? Should all programmers push for having bespoke tech stacks at their companies so they can be "skilled artisans"?

reply
Back in the late-90s/early 2000s boom it was not a secret that enterprise corps pushed universities to teach Java because they wanted easily-replaceable widget engineers engineering easily-replaceable widgets.

On the opposite side, startups building on difficult languages like Haskell, Elixir, Erlang have a built-in bias towards hiring a team that can get a lot more done with a lot less people. Great for startups. Terrible for enterprise.

reply
>so they can be "skilled artisans"

Having had to work with these guys, and then maintain their software when they inevitably get bored and/or leave for more money elsewhere, no. Usually when these guys leave, their stacks/projects are the first to get rolled into the monolith and/or rewritten in the company's lingua franca (python)

reply
Sounds great until Epic realises they can charge whatever they like in licensing fees.
reply
The license agreement with Epic contains an explicit term that doesn’t allow them to retroactively change the licensing retroactively for an engine version. You might find that you can’t upgrade to VNext, but a rug pull isnt really on the cards.
reply
Unity tried that and lost a lot of good will. Not sure it really mattered in the grand scheme though.
reply
There's truth in the fact that it's easier to hire and ramp up on standardized tools.

It's a fallacy to extrapolate that into calling a team structure completely fungible. Throwing away an effective team that was able to ship a game is an incredible waste.

reply
You're framing this as a thing done by a greedy corporation in an evil manner, which maybe it is, but it's also just a sign of the times.

For most of the 90s and 00s, your game engine, specifically idTech in this case, was a competitive advantage. Doom and Quake/2/3 all represented massive technological jumps over their predecessors and were way ahead of their competition in terms of looks. Games like Unreal (Tournament) and Tribes competed using their engines' strengths; those engines didn't look as good but were capable of rendering much larger spaces than idTech, and those games emphasized that, e.g. Tribes' massive multiplayer maps with vehicles, or classic UT maps like Facing Worlds and Lava Giant.

Then in the late 00s to 10s, things started to hit a wall. Probably peaking with Crysis in 2007, which is likely more remembered for its engine, graphics, and system requirements (all of which were truly mind-blowing at the time) than its actual gameplay. After that, games' graphics improved at a much slower rate; it started to be less about the engine's capabilities, which were increasingly homogenized, and more about art direction.

Now in the 2020s, we have UE5 for AAA games with high-fidelity graphics and Unity for everything else... what is the competitive advantage in maintaining your own engine? As you mention, you have to have internal expertise, which is less well-documented than UE5/Unity because you don't have dedicated documentation staff; you have to maintain your own tooling, which is likely worse because you haven't invested as much in it. From a ROI perspective, unless you're planning on investing so you can license out the engine and become a UE5/Unity competitor, it doesn't make sense to maintain your own engine.

And looking ahead, frankly, consumer GPUs are now so expensive that game graphics have likely peaked for at least a decade. There will simply not be better hardware available to gamers for the foreseeable future. Games "looking good" will be more about art style and direction, and you sadly do not need a team of game engine programmers for that.

reply
Ok, so what has happened historically when we hold a tech stack constant for 10 years? Versioning proceeds, but everyone consolidates on a thing?

Python? => Data science. Sure, python is just importing the C tools that do the heavy lifting, but look me in the eye and tell me R, S, SAS, or SPSS won.

C? => I mean, everything? But what happened in the first 10 years? Proliferation of operating systems and linear algebra libraries?

So, generally, the grey beard talent consolidates their intellectual contributions and uplift everyone else. Is that true? -ish? Missing the mark?

Guys, I'm a knuckle-dragger, I genuinely don't know what I'm asking. What are the tech stacks that were held constant (by whatever factors) for a decade, and what came out of it?

Is this the decade where art directors takes over gaming?

reply
This is correct. It is entirely possible for both the archetypal blood-sucking MBA and the pragmatic industry veteran to reach the same conclusion for different reasons.

The build vs. buy calculus in game dev has been steadily shifting over the past 15 years, and when CD Projekt Red announced they were adopting UE5 for their next Witcher game, the writing was on the wall.

That said, Id could make a bold "commoditize your complements" move and open-source the latest, now last, IdTech. What Godot is to Unity, IdTech could be to Unreal Engine.

reply
I don’t think unreal engine games play and look as well as custom engine games. Like doom or cyberpunk. If you open cyberpunk without rtx etc. It really really looks good and also plays very well.

Also there is obviously a massive gap between how games look and what the hardware is capable of. Cyberpunk runs better than total war attila on my computer as an example.

Don’t write a database, don’t write a compiler, don’t write an os, don’t write a game engine… are we all supposed to write web apps at this point?

This mindset didn’t create what we have today and won’t create what we will have tomorrow. I recommend people that like building these things to ignore this pov as much as possible

reply
UE5 can make a great and efficient game actually - its more about how you use it. And because its huge and popular and accessible there are a ton of developers using it very inefficiently.

That can be true for any commodity software though. Designing something inhouse means you inherently will have engineers and experts with better low level understanding. It doesnt mean it will be better (could even be much worse) but theres a tradeoff there.

reply
Yes. You basically still need a few engine programmers to use UE5 efficiently, even if it's not your own engine. UE5 seems to be user friendly enough that most of the game development can be carried out just by artists and game designers, but without engine programmers performance optimization will be poor.
reply
You're framing this as a thing done by a greedy corporation in an evil manner, which maybe it is, but it's also just a sign of the times.

Both can be true.

Just because it's becoming more common doesn't mean it's not bad.

reply
Man I miss tribes and tribes 2. Sadly the revival was garbage.
reply
A nostalgia point for Tribes...

There was a lan gaming place back when people had dial up... and that place had a T1 to the store that had double low double digit ping times when triple digit was common.

Tribes was one of the games installed and this also had the advantage that when a few people in the store were playing it they could coordinate playing a tank much better than other players on the server.

MissionForce: CyberStorm is over on GOG for another game from that publisher from that timeframe.

reply
hah tribes just randomly popped into my head yesterday. it was the only fps that ever really had me hooked for long periods. such a great game
reply
deleted
reply
It looks exactly like what Microsoft already did to its browser engine Trident, which was replaced by Google’s Blink on Edge.
reply
Trident got forked/rewritten to Spartan around IE10 and IE11 defaulted to Spartan but fell back to Trident sometimes. Edge was just Spartan (and "IE11 Mode" was its hacky way embed Trident back inside Edge). It's sad that Chromium Edge still has "IE11 Mode" and situations where it keeps Trident alive, but Spartan no longer shows up anywhere. Spartan was pretty good, and obviously under-appreciated. RIP
reply
You could just mandate that they make an API compatibility shim. Then they can't revolt and there is reference code for interfacing with the proprietary library.
reply
it also makes your games worse. those general purpose engines all have a smell to them.
reply
>It lets you treat your employees as a replaceable commodity that can be scaled up and down as it makes monetary sense rather than a cohesive team of skilled artisans.

Jane Street hires devs at high salaries and makes them use OCaml rather than a more mainstream language. The company make more money trading than traditional giants like JP Morgan do.

So just depends on if your strategy is right. I blame Microsoft incompetence.

reply
the endless optimization of everything sure does strip out most enjoyable things, though. often it is these irreplaceable people who contribute the magic that makes their creations popular.

George Fan created "Plants vs. Zombies". After the success of PvZ (the first one) PopCap fired him and replaced him with someone much cheaper. PvZ2 was horrible. All subsequent games (the ones I've played) have been awful. So, money was saved. Money was probably made by microtransactions. But no one talks about PvZ anymore. The magic was torn out for profit.

reply
And of course, there is really no down-side to low-wage contractors wielding UE5. /s
reply
You're presenting this with ironic swipes like "bad things like ask for more money", but it's hard to read this description as anything but straightforwardly more efficient.

If there are few downsides to centralizing game engines, and the need for engine work is inherently cyclical, why should we want engine work to be internal and non-cyclical?

I really don't know much about game engines so maybe there are real downsides to that approach, but the way you've laid it out makes it seem as if Microsoft made the right decision here.

reply
There are downsides, it’s just that it’s the best move from a business perspective. That doesn’t make it the best move from any other angle.
reply
It delivers more value to customers while consuming less resources. Why isn't that a better move than something that costs more and delivers less?
reply
What are you basing “it delivers more value to customers” on?
reply
Try actually playing a modern Doom game and then a modern UE5 game or look at some benchmarks. UE games mostly run like shit, whereas Doom/idTech games are the smoothest in the entire industry.
reply
Fortnite is UE5 and runs well on phones. There's a lot of studios who can use UE5 poorly, and not a lot using idtech poorly to compare against.
reply
Efficient for who? The people who lost their jobs?
reply
Game making.
reply
It’s painful to watch this because the recipe for success at Microsoft is so obvious. They’ve just been fumbling the ball for so many years that it’s catching up to them.

And the thing is they’re not unprofitable. Gutting their studios and technology development isn’t going to help growth, it’s going to contract the business.

reply
But it will result in a fat bonus for Asha Sharma.

The only thing that truly counts, for her.

reply
What makes you think that?
reply
If she didn't get paid to be the face of the blood letting then she didn't negotiate well enough.
reply
Classic "glass floor" hire. Take the fall, get paid.
reply
She works for Microsoft. It's kinda their thing.
reply
deleted
reply
What is the recipe?
reply
1) success

2) ...

3) profit!

reply
Growth over a long period of time involves two things: consistency in vision, and willingness to take risks.

We do not have a market designed to reward these things, at least not for the likes of Microsoft. For them, it's far easier to simply cut people while collecting on their previous labor. Once the product of that previous labor is no longer as valuable, it can then simply be spun off or shut down permanently.

reply
I actually think this is the wrong diagnosis of this situation. The studios in Microsoft gaming appear to have been given a lot of room to take risks under previous leadership, build passion projects, etc. while letting big franchises sit on the side. Those things ended up being anywhere from abject failures to small successes - where some players and critics loved them - but most don't seem to be commercial successes.

In the meantime we haven't seen a new Quake, Fallout, Elder Scrolls, Perfect Dark, Fable, Banjo, Conker, or the myriad of other mainstream IP they owned in decades. Most of these franchises have lost a ton of value after sitting on the shelf for so long without releases.

reply
I'm confused, do people want endless sequels or not?
reply
The lesson of Nintendo is yes.

Note that this is different in gaming than film because of technical progression. But also Nintendo are very good at "same charm, familiar characters and plot, different feel".

reply
People will tell you they do not want endless sequels. Sales numbers will mostly disagree with them.
reply
If Microsoft didn't want to use IP of existing studios, they should not have bought those studios. Why buy id if not to get more id?

Disney + Marvel offers a roadmap for extending existing IP. (Keep in mind that the Marvel acquisition was in 2009.)

reply
It's like phones with smaller screens: they always sell poorly in comparison when available and then it's all you hear about online when it's not.

The usual tricks of "noise signals how many are really upset in absolute terms, not the relative popularity", "people will still make noise about what they don't like regardless if that's more popular overall", and "people who hate one attribute of the product can often still like it enough to buy overall".

reply
Its Microsoft - why not both?
reply
The thing is, every time you take a swing on one of those big IPs, you take a risk.

Sure, you can do well: Skyrim was a big step up from Oblivion, for example. But you can also screw things up (see: Halo), or fall into the trap that Valve has fallen into with Half-Life 3 where the expectations of the public can never be truly met.

I think what they want to do is make the next WoW. Low-risk, customer lock-in, people identifying themselves with their consumption of the IP to an almost ludicrous degree. You see that already in some ways with Fallout 76.

reply
> The thing is, every time you take a swing on one of those big IPs, you take a risk.

I think the entire content production industry, no matter the medium, is aware of the risk/reward of rerunning existing IP vs creating new IP. There's a reason we get retreads of retreads elsewhere, existing IP is lower risk, higher reward, pretty much always.

Halo is a good example - they fumbled with Infinite. It just wasn't very good. Yet the remake of Halo: Combat Evolved is getting a ton of attention from the fanbase and broader gaming community. If the next Halo is good, that fanbase will come back around.

> I think what they want to do is make the next WoW. Low-risk, customer lock-in, people identifying themselves with their consumption of the IP to an almost ludicrous degree. You see that already in some ways with Fallout 76.

This is what they now want from Mojang and Minecraft. Asha even called it out in her letter.

reply
> I think what they want to do is make the next WoW. Low-risk, customer lock-in, people identifying themselves with their consumption of the IP to an almost ludicrous degree.

Sure, who doesn't want that? You don't get there by gutting the veterans who can rapidly iterate and know the technology and gaming landscape well. In my eye these kinds of layoffs are simply their giving up.

reply
Making the next wow is not low risk. Making a largescale, successful MMO is probably the riskiest endeavor in video game development.
reply
> consistency in vision, and willingness to take risks.

Agreed. If you are looking at a chart of performance and it's flat or slightly increasing year over year for a few years, you're not doing great. You need to see some dips which means you tried and failed. Without those, you won't ever see the big jumps.

reply
Have you ever watched Shaq fall?
reply
Microsoft’s Modus Operandi.
reply
Human labor plus AI tokens must double input capital on loop track output.
reply
Yeah, see slide 14 of the Microsoft Promise deck
reply
In my experience, once organizations have enough history and size, they can't just pivot. Whatever happens within MS the organization makes it impossible for them to become anything other than what they've always been.

Their MO will always be EEE and they'll always (attempt to) abuse their monopoly power, while giving corpos and consumers just a glimmer of hope to keep them strung along...

Also any company they acquire will be gutted until it looks like the rest of the org.

reply
>Also any company they acquire will be gutted until it looks like the rest of the org.

I'm trying to think of a Microsoft acquisition which has been a success. Nothing comes to mind.

reply
They are unprofitable though. Profit margins of the entire Xbox division are less than just sticking the money in the bond market.
reply
margins can't be compared to interest rates, because it's comparing revenues against costs. Comparing that with interest rates yields nonsensical results. If you want a proper comparison, you'd need return on capital, which requires you to figure out how much capital is in the gaming division.
reply
Why not?

If you input $1000 into process A which returns $20, and inputing $1000 into process B returns $30, you'd be insane to invest in process A and not process B, right?

reply
That example only says 3% margin is better than 2% margin, not whether the hypothetical process yields better results than a bond paying 4% (or whatever). If the said process takes exactly 1 year to complete, and requires all the inputs to be provided upfront, then its margins can be directly compared to bond yields, but businesses are rarely that simple.
reply
There's no real evidence in here that the IDTech team or the "coders" were specifically let go. I'm not saying it didn't happen but the article is just raging at the idea of it happening without presenting any evidence of it.

I can't help but think the industry will be better off in a few years after this Xbox "restructure." That's a lot of knowledge and talent that's no longer stuck in 14 layers of middle management hell.

reply
Not the OP, but Scott Miller said "most if not all" coders at ID were laid off. https://www.gamesindustry.biz/xbox-layoffs-july-2026

I hope the industry will be in a better place in a few years. There is this recurring theme of big companies rolling up little developers and destroying their development culture.

reply
The industry could have been in a better place already if the DOJ hadn't allowed Microsoft to buy up all these studios.

I have near zero hope we'll see any meaningful antitrust action in the future either without a complete overhaul of the incentives in politics.

Xbox div's annual revenue is $23 billion. Its big enough to be its own company and sit upper-mid pack of the F500 on its own. It'd be the number 3 or 4th top gaming company globally, beating out Nintendo even. No reason for Microsoft to not have been broken up by now, let alone have been allowed to buy all the studios they did. Don't forget they also mislead the FTC to convince them to allow the Activision/Blizzard acquisition to go forward, and then once allowed laid off 1900 employees, mostly admin/HR & support, forcing it to integrate into Microsoft gaming and operate less independently.

reply
When UK blocked the merger this very board flamed anti business old Europe.
reply
Yes, it was mentioned in the article. I just don't count a tweet from an "insider" as particularly strong evidence anymore.
reply
Miller has a history with id, and has probably gotten numerous reports directly from boots on the ground in the company.
reply
Sounds like Digital Foundry's also looking into it, without much detail or confirmation: https://bsky.app/profile/dark1x.bsky.social/post/3mpyvnrbwds...
reply
> There is this recurring theme of big companies rolling up little developers and destroying their development culture

Why are the little devs selling to the big companies in the first place then? If you’re crushing it as an Indie studio why wouldn’t you stay that way knowing how big tech acts?

reply
Because big companies can spend way more on marketing than you.

If a big company decides to make a game very similar to yours, they can make theirs win by throwing more money into marketing than you can. Do you want them to spend that marketing budget on your competition or on you?

reply
Money. Someone made a lot of money selling IP and the skills of the team.
reply
The directors like money. And are probably beholden to their investors.
reply
We might not hear much on that until tomorrow, since most iDTech development was out of the Frankfurt studio. If they're shutting down Frankfurt, it'd be worth getting antennae out.

Looking at LinkedIn, I see mostly people from tech (design tooling, game AI, QA), art (modeling, mats, UI, character), design (levels, gameplay), and production roles in DFW being cut, but haven't seen engine roles or Frankfurt-based employees.

ZeniMax's QA team was notably unionized in 2023: https://cwa-union.org/news/releases/quality-assurance-worker...

reply
> There's no real evidence in here that the IDTech team or the "coders" were specifically let go

Scott Miller said it himself:

> Big day today at Id Software [...] today, Microsoft/XBOX decided half the team was deemed USELESS and needed to be let go [...] With literally the best of the best coders in the industry.

reply
I like Scott Miller but he doesn't work there and "insider" information after layoffs is almost always part of a PR game by one side or the other. Again, not saying he is wrong, just that a tweet from someone secondhand really doesn't do it for me as evidence anymore.
reply
What we know so far is just that id is "cutting a "significant number of staff":

https://bsky.app/profile/jasonschreier.bsky.social/post/3mpy...

https://www.reddit.com/r/Doom/comments/1up5pta/95_reportedly...

And I'm not sure I share your optimism that the industry will be better. It might not be worse, because it's possible that Microsoft is just so dysfunctional that id would never be allowed to produce another good game anyway. But the people losing their jobs here might be financially better off just leaving the game industry entirely. In particular, if the engine devs were totally cut, it's not clear to me that there's room for a studio to differentiate itself with a custom engine in the modern day.

reply
What's the tweet it references then?
reply
It's sad to watch corporate leadership try to fix problems with tactics that will only make them worse. MS bought successful studios who were successful precisely because their of unique technical and design culture. Now they plan to homogenise them into a content-creation blob that will churn out entries for existing franchises, using the same tools and approaches as the rest of the industry. Anything that was special or unique about those studios and their games will be lost, and the result will be a downward spiral of mediocrity that will cause players to lose interest even further.
reply
This is the thing that annoys me. They have the Fallout series hostage and moves like this sadden me because I can't expect the next game to particularly great when stuff like this happens.
reply
Microsoft, one the world's greatest monopolists, bequeaths a game engine monopoly unto Epic Games, in one the biggest corporate blunders of all time.

If they were smarter about this, they would commoditize their compliment and open source the Doom The Dark Ages engine just like John Carmack did with the Quake 3 engine.

reply
Yes. As I suggested in another thread: an open-source, modern IdTech would fill the empty quadrant in the Godot : Unity :: ____ : Unreal matrix.

A few mid-size studios pitching in to fund continued development on a Blender model could turn IdTech into a major competitor to Unreal Engine in a relatively short timeframe, ultimately costing them a lot less than licensing.

reply
I think they should have moved Halo onto it instead of Unreal.
reply
The industry is skewing heavily indie now, and there's no money in the indie game engine segment. Maybe a few AAA titles will be unhappy that Epic can negotiate more aggressively, but mostly this is a nothingburger, particularly given idTech's rep for batteries not included.
reply
Among us made $105 million. I'd say there's plenty of money in indie, so long as your not rehashing other people's games yet again.... (Though the FPS industry, a long running doom clone saga, does just fine on this premise)
reply
What monopoly did they gift? IdTech hasn't been licensed to external companies in over 15 years, and several major versions ago.

The last non-Id release on IdTech was Brink in 2011.

reply
Microsoft EEE at its best: gobble up all game studios and then kill them.

Microsoft needs to be split, it should been split years ago, but now more than ever.

reply
> at its best

This looks more like simple corporate incompetence. They never should have made those very expensive acquisitions.

reply
They should never have been allowed to make those acquisitions. Especially after they misled the FTC about Activision/Blizzard remaining independent and easily spun off again, and then immediately fired 1900 people afterwards forcing them to integrate more tightly into Microsoft gaming.
reply
Microsoft EEE at its best: gobble up all game studios and then kill them.

"Embrace, Extend, Extinguish" isn't applicable at all in this context though?

reply
Of course not, but most folks poking at Microsoft are just borrowing their opinion from other people and regurgitating it for karma. I'm happy to crap on MS for bad decisions, but the constant "herp derp EEE" gets tired fast.
reply
EEE requires them to have succeeded to extinguish, not just be incompetent as to close them down.
reply
I don’t think that applies here. They don’t have a monopoly on gaming, there are major competitors in the space, from Sony and Nintendo, as well as Steam/Indie devs. Buying some studios might be anticompetitive in some minor ways, for instance if you’re a huge elder scrolls or fallout fan, but there’s just too many games out there for that to possibly be a viable strategy at a macroscopic level.
reply
RIP to the end of an era.

Was IdTech used outside of Id? Or was it just a Doom series thing as of recently?

reply
Absolutely, the first versions until idTech 5 were open source and a number of important engines, like Source, derive from it.

Wikipedia actually has a family tree that's broader than I remembered: https://upload.wikimedia.org/wikipedia/commons/8/85/Quake_-_...

The CoD series, Source games (Half Life, Portal, Left 4 Dead), Titanfall, etc.

reply
> the first versions until idTech 5 were open source and a number of important engines, like Source, derive from it

Huh? They were made open source when they were obsolete, Valve did license ID IP for the first Half Life but they paid for it. And that evolved indeed in Source.

reply
Very interesting tree. Today I learned that the engine we used in college classes, ACKNEX, actually wasn't an idtech derivative. I could have sworn.
reply
The relationship was different. When Id licensed an engine, they threw the code code over the fence, and games that used it often heavily modified the engine for their purpose. In contrast Epic put a ton of effort into making the UT engine a polished development tool for creating games.
reply
Wolfenstein series and recent Indiana Jones game were made in IdTech.
reply
Wolfenstein is great lore and art
reply
Didn't love the gameplay but the Indiana Jones game looks absolutely phenomenal.
reply
Wow, TIL Indiana was made with IdTech
reply
Not sure if I'd call that outside Id as its all Zenimax.
reply
This explains the connection: https://en.wikipedia.org/wiki/MachineGames#History

I wonder what's happening to MachineGames...

reply
Skin Deep by Blendo games, which came out in 2025, used Id Tech 4 (despite its age). Super fun game with a ton of personality!
reply
IdTech 3-6 was used extensively by most FPS shooters back in the day.
reply
Looks like Microsoft is desperate for more cash to burn on AI and making drastic decisions like this.

Sure the Xbox division wasn't doing amazing but still had $24B of revenue in 2025. For reference PlayStation made $30B that same year.

reply
This doesn't seem to be correct. Its amazing how one tweet can go so broad even when its not accurate. Tiago Sousa, Billy Khan, Phillip Hammer, Dominik Lazarek all seem like they are still at Id
reply
Interestingly, Id was led by John Carmack, who was also a big fan of VR. And Microsoft killed the AR/VR/MR teams a year ago.

So, I'm guessing internally there were some leadership hopes that IdTech would help support IVAS and related professional AR systems and when those failed to be adopted at scale, IdTech lost a key sponsor. I'm guessing it's been a rough year of internal advocacy since.

reply
Carmack left id waaay before Microsoft has acquired id (transitively by acquiring Zenimax/Bethesda)
reply
Carmack hasn’t worked at id for 13 years
reply
Carmack had left id by the time he got into vr/at, iirc they snagged him from a rocket company?
reply
Armadillo Aerospace was Carmack's own rocket company.

And tbh I'm not sure it was ever a plausible contender for commercial success, more like Carmack wanted to play with rockets. But that might be unfair; I would happily accept a correction.

https://en.wikipedia.org/wiki/Armadillo_Aerospace

reply
Either John or John should buy back the Id Software name
reply
I have a friend who works at Ubisoft. Even 10+ years ago, she clearly saw the writing on the wall - the massive developer/publisher consolidation was going terribly:

- Every studio uses their own custom set of tools and development practices. The economies of scale of merging studios together just doesn't really exist.

- The functional difference between most engines for consumers at this point is largely meaningless. There are no order of magnitude gains like there used to be. Most of the engineering is on the cloud services architecture or anti-cheat.

- The median "developer" at a game studio is not actually a very technical person. They mostly just spend their days inputting content and assets with the available tools.

- The value of a AAA game is not how innovative the gameplay is but how much content they were able to stuff into the game.

- Nobody cares about "exclusives" anymore when 90% of AAAs have interchangeable gameplay with other AAAs.

- The cost to start a new studio is negligible compared to the cost of acquiring existing IP.

reply
Game devs have been heavily unionizing lately, including Blizzard and WotC. I wonder how long long it takes before we have a union game dev studio basically mutiny and completely disregard the instructions of the corporate suits, and force the choice of either shuttering the studio completely or caving to the workers.
reply
Yesterday.

"In France, Arkane's management is beginning required consultation with its Works Council to review potential strategic options."

reply
> Yet today, Microsoft/XBOX decided half the team was deemed USELESS and needed to be let go

I feel that this is an incredibly unfair and demeaning take both towards Microsoft and towards the people being fired. As I see it, getting fired is just like being dumped by a romantic partner. It typically says very little about your value as an individual, and almost everything about their current situation and how the relationship with you fits into their future plans and the other opportunities available to them.

reply
It’s nothing like a romantic relationship, and it does say something about msft: they failed at planning and managing company resources, and as a result fired a bunch of people
reply
Nice downplay. This is getting dumped by a romantic partner who supported you by paying for your rent, food and other needs/wants.
reply
The problem with the romantic partner analogy is that when things ended with my ex, I didn't lose my career continuity, health insurance and income stream that goes to pay my rent.

Corporate culture spent the last fifty years convincing the working public that it was important to identify with your job, career, and most importantly, your employer. That's how you get the most out of a worker. If they identify themselves as - just as examples - "parent" or "spouse" first, those priorities can get in the way of their value creation for you.

The employer can, of course, drop you as an employee pretty much at-will. You'll be left with shame, disillusionment, and potential financial setbacks, but they'll have accumulated the value from your best efforts.

reply
> didn't lose my career continuity, health insurance and income stream that goes to pay my rent.

But that is basically the minimum set of consequences for any homemaker or non-breadwinner when a marriage fails.

Think about women through the centuries, who’ve been faced with basically homelessness and poverty, and the full responsibility to all their children, if they divorced or separated.

And then it becomes crystal clear why many people cling to suboptimal and abusive relationships, because really, we need one another.

reply
At least in today's world, there are things like alimony that are supposed to go to the prevention of that issue. It's not perfect, but it's at least something.

There's also an increase in the number of women who are able to independently support themselves.

People are also less likely to get married now for that exact reason.

If there were some sort of alimony for employment, even if just for a year, and a public health insurance option to fall back on, you probably don't see that much outrage from the people who have lost their jobs. But then, you'd also, at least in the minds of certain employers, see less willingness on the behalf of employees to throw their whole lives into the production of value for the business, and I think that's part of why you don't see guaranteed severance and public health insurance in the US.

reply
Appears hugged: https://archive.ph/EIiLP
reply
This hurts, in a very specific way. Those coders are legendary wizards of the craft, understanding engine design and systems architecture in a way nobody else in the industry does. This is a team that could get 200fps+ in their games with RT on and no dynamic reconstruction or upscaling to be had, at a time when everyone else mandated such shortcuts to have even 30-45fps at a similar resolution. They did all this while also working closely with the actual game designers, to make sure the tech was usable instead of obfuscatory or hindering to production.

The fact Microsoft just fired them all, at a time when their remaining studios desperately need help with their aging, shitty engines? I can’t think of a better indicator that they haven’t a fucking clue about what they’re doing, here.

reply
No more DOOM games (((
reply
Or future releases will just use Unreal Engine or something pre-existing :(
reply
They were 100% working on the next game with idTech. Now the next release will for sure be delayed by a couple of years.

Fuck Microsoft.

reply
Don’t sell you company to Microsoft then
reply
AB was publicly traded and the majority of shareholders voted yes.
reply
Remember when Satya Nadella and Bobby Kotick got up in court and told everyone how all these giant Xbox mergers would be good for the consumer and went after Lina Khan for suggesting that maybe that wasn't the case?

Who woulda thunk they were full of crap...? (besides everyone who didn't have a financial stake in the deal)

reply
Wow, that tweet claiming the Doom series is the best first person action game in the entire industry is crazy. That dev has to be completely disconnected from the rest of the game industry or delusional. No stats support that claim at all. Not player count, not sales, not reviews, nothing. The first Doom was certainly industry defining, but it and its sequels have never been considered the best by anyone except apparently this dev. If they were the best, they probably wouldn't be getting laid off right now.
reply
On the same day they release the new Dark Ages DLC. The game industry continues to be brutal.
reply
Next: Blizzard
reply
Considering how bad Blizzard has gotten the last 10 or so years, I would expect a bloodbath there. I don't know how they avoid it.
reply
Blizzard's golden goose is WoW, and WoW is an ideal IP for a software company: you have people who have been playing it for two decades who will continue to pay a subscription no matter what. The hard work was done decades ago. id, on the other hand, has to keep making better and better new games every couple of years, and each one is a risk.

There's a reason game companies want to move towards the digital-only subscription model, and Xbox has been going that way for some time. As "bad" as Blizzard is, it's got the right model. That's what they care about, not about workplace culture or innovation.

reply
Why? What unsuccessful game does Blizzard have?
reply
All of them. Diablo is dead. They can't capitalize on StarCraft. All they have left with WoW is micro transactions for old users. Overwatch has been a disaster for years. Blizzard hasn't had a win in a very long time.
reply
Blizzard is such a shell now, that I doubt we'd notice.
reply
A big chunks of Blizzard has already pre-emptively unionized for this exact reason.
reply
I think it's their first big test of a layoff? Am interested to see how this plays out.

In any case, WoW has been stagnating for quite some time even before the merger. The devs act as though everything is slow because it needs to be. Classic+ could've been much better.

reply
Do you think having a union means the entire organization can't get shitcanned? Ask all those auto workers whose jobs got shipped to Mexico over the years how much being unionized helped.
reply
why wouldn't they just sell it?

I'm deeply opposed to game distribution companies (console makers) being allowed to acquire game studios.

In the same way that theaters and streaming services shouldn't be allowed to do acquisitions.

Disney owning whatever ridiculous proportion of media by buying everything serves nobody's best interest.

reply
> why wouldn't they just sell it?

Because someone who cares might buy the brand and do something good with it and be a competitor. ID Software is still a strong brand, and it the hands of another gaming studio it might pose a threat.

reply
> why wouldn't they just sell it?

Serious question, is there any kind of entities that can be owned, but not "dismantled", if you don't want it you need to try to sell or make it independant.

Would there be any chance to make it a thing when a company is bought?

reply
It's fairly common for a studio to buy its independence and keep the team intact. You do need fresh money to make it worthwhile and give the new studio runway.

There's also the case where new teams can self organize to form new studios in the aftermath. That's also a factor on whether it makes sense to pay for the previous name or game license, or simply start over.

reply
I get the impression European companies are like this. In general if a company can't be reorganized/dismantled that makes it worth so little (or negative) that no one will acquire it.
reply
You can put various kinds of "poison pill" in the shareholder rights agreements which are binding contracts on both the company and its shareholders in response to events.

You can also make all sort of post acquisition agreements.

These usually take the form of making stock available at steep discounts in response to actions e.g. in the event of a 20% layoff any employee from the time of acquisition can purchase stock at $0.10 a share, any one laid off will get a million dollars severance, if acquirer shuts down the studio the original founders have the right to re-acquire all IP and trademarks for $1 -- those sorts of things.

This isn't a specific kind of entity, any business entity can have Shareholder Rights Agreements. It's a bit of a game to get the terms right so everything is in good faith and agreeable.

reply
Likely one of two reasons, probably both:

1. Tax write off.

2. Acquiring a competitor, and then closing them down is a way to decrease competiton.

reply
$2.93 trillion market cap....layoffs

Bizarre incentives we have created

reply
Their gaming division is not doing well.

Those are de facto separate organizations.

reply
Looking at Asha Sharma's track record of having no experience in anything related to gaming, don't color me surprised when in 6 months the foisted narrative will be 'well, do we even need an Xbox?'
reply
Phil Spencer had already put it in the ditch by the time she took over. “Everything is an Xbox” was a joke of a strategy, spending $70 billion on a company with a weak slate in the Activision purchase
reply
I'm not sure thats all on Phil. He was told they needed 30% profit margins or else. He was grasping and trying to make that happen when they only had 12% (market average was something like 10). This really feels like Phil was setup to take a fall and Asha is swooping in to either be a hero or sell it all off so Microsoft can focus on AI.
reply
Really a sad day. DOOM was fantastic.
reply
They are moving most of their development to India, where it's pretty easy to find bottom-dollar UE5 dev shops.
reply
Do you have a source for this ?
reply
Do they make good games though? Idk if game dev is like corporate software where it's already uncreative crap no one really is thrilled about.
reply
A lot of games are, including some of the most popular franchises. Sequel mills often become like this
reply
Unreal Engine has become a commodity, and it is easier to recruit people with experience - even CD Projekt Red gave up.

The only major studios doing their own thing is Rockstar and Bethesda.

I would not include Cloud Imperium here because they are forever in a beta state with no clear ship date in the future for their two games.

reply
Technology advances and platform variation were a key part of why games where so exciting. It feels like that period is now over, it is difficult to get excited any of it now. The whole industry just seems stale and corporate. Or maybe I'm just old.

What's really odd is it is now easier than ever to create games but at the same time it feels like we won't see revolutionary games like doom, quake, Goldeneye or half life ever again. These were created by small teams that could inject their personality into them.

My other theory is game creation was previously so hard, it required genius level iq teams to do it so we quite regularly got mind blowingly amazing games. Now we get cut scenes instead.

reply
Also IO Interactive, Guerrilla Games, Santa Monica Studio
reply
Fast forward a few years “where did all our institutional knowledge about performance and rendering go??”

So utterly predictable it’s infuriating

reply
Too bad they didn't double down and sell the Id Tech Engine and be a competitor to UE. Instead of folding.
reply
im not a gamer but looking at this purely from the headlines and reactions :

- games like other forms of media have become mixed with political messagings that pre-dominantly hetrosexual male demographic rejected understandably

- games have become far too expensive and poor lasting. i remember games like unreal tournament, quake arena, counter strike 1.3, starcraft had very lasting user base long after their release, now it seems like game companies shut down multiplayer and stop community mods

So you make a product that your target audience doesn't want and raised the prices and lot of smaller studios and indie developers are filling that gap that large studios have self sabotaged by associating with (ex. Sweet Baby, GaymerX, Black Girl Gamers) that have led to flagship titles to complete ruin (ex. Concord)

reply
deleted
reply
deleted
reply
deleted
reply
I was fired by microsoft last year, Satya said the layoff was not due to performance reasons and he refused to elaborate what it was. In the job market I had to explain at every interview why I was laid off. People still ask me why I left MS to work at my current less prestigious company when the learn I used to work there and I have to sheepishly repeat the lie I have memorised to make them go away.

Even when I was at MS I saw a culture of always being in firing and hiring mode. They fired people who were perfectly good at their jobs and hired people who needed to be trained and needed higher salaries.

Sorry Satya. I just can't trust MS with my career anymore and I dissuade more people from going there everyday. ¯\(ツ)/¯

reply
q3dm17 for life.
reply
Upon reading your comment I just booted quake3 in q3dm17 nightmare mode and immediately started having a blast. Was about to win the match but a bot took both the rail gun and the quad damage, it was a blood bath.
reply
reply
q3dm17 in the browser... what a time to be alive
reply
My favorite was rail brushing people off during pad jumps. Because they died from hitting the level box, they would get a -1. At work we had a match where every other player had a negative score. That aid, they were good sports about it and I didn't do it all the time.
reply
Who designed that map?

Anyone know?

Did it appear First in quake or quake III?

reply
I've seen Brandon James (KillMe) credited in multiple places.[1][2] James left iD mid-development of Quake 3, so the rest of the level design team likely also contributed after that point.[3]

1: https://www.quora.com/Quake-series-Who-was-the-level-designe...

2: https://www.shacknews.com/article/101156/rocket-jump-quake-a...

3: https://www.shacknews.com/article/181/more-on-bjames-id-depa...

reply
First appeared in Quake 3 Arena’s public demo
reply
Perhaps also a bit of ageism. Always hard to prove. Often implicit.
reply
[dead]
reply
The LinkedIn screenshot there is pathetic.

"I made a good game in 2016. I was paid for that; it was literally my job. Ten years later, they let me go." Oh no, boo hoo.

Also, the classic "everything is good when they pay me; when they stop paying me, they're evil." Are they not aware of how vile that makes them look?

There's an anecdote about Stalin (or someone else, maybe it's made up) where he plucks a chicken's feathers, and the thing is convulsing in pain. Then he offers it a handful of corn, and it starts eating from his hand.

A man should strive to be better than an animal.

reply
10 years of employment with a fat salary. Sounds horrible
reply
What's the development cycle of a major game? If someone worked on multiple games from start to finish for a studio, how many games would they have completed in a ten year span? Do game studios allow developers to talk about anything and eveyrthing they're working on in public or do they have them work under non-disclosure agreements?
reply
Who cares about any of that? He was being paid. It was not a charity, it was work.

Companies don't owe you anything. (And you don't owe them anything, either.)

Work is a temporary agreement to provide services in exchange for money. That's it. Understand how the world works.

reply
People who understand society care about it. When you employ someone you take on a certain responsibility. You can't negate that by pretending that you're in an equal power relationship.

That's why we have workers' rights.

reply
Well I hope you get exactly what you want.
reply
Although there are things to criticize in the Linkedin post, the moralization ego defense mechanism is not the one it employed.
reply
What the fuck
reply
I don't really understand. Id Software is owned by Microsoft? Why Microsoft can laying off employees of Id Software?
reply
ZeniMax, the parent holding company of Bethesda Softworks/Bethesda Games, bought iD in 2009.[1] Microsoft bought ZeniMax for $7.5B in 2020 and assigned it to the Xbox division.[2] ZeniMax's board was subsequently dissolved, so it's entirely Microsoft.[3]

1: https://www.gamedeveloper.com/game-platforms/bethesda-parent...

2: https://news.xbox.com/en-us/2020/09/21/welcoming-bethesda-to...

3: https://www.gamespot.com/articles/zenimax-board-of-directors...

reply
If that isn't a perfect piece of antitrust evidence, how crazy is it that MS can reach across a whole industry and buy the company that bought the company that defined the games industry, with Carmack playing revenge of the nerds boy genius. Everything about it is perfect for a locally produced drama somewhere in eastern europe.
reply
Yes. When ZeniMax owns Id, and Microsoft owns ZeniMax.
reply