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Posted by bauc 2 hours ago

Microsoft Fire IdTech Team at Id Software(gamefromscratch.com)
249 points | 240 comments
ndiddy 1 hour ago|
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.
munificent 23 minutes ago||
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.

SteveNuts 1 hour ago|||
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.

thewebguyd 1 hour ago|||
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.

scruple 58 minutes ago|||
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.
Melatonic 55 minutes ago||||
Agreed

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

NekkoDroid 38 minutes ago|||
> 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.

mortoc 48 minutes ago||||
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.
cwsx 24 minutes ago||||
It needed to happen 10+ years ago - unfortunately we've missed the window to unionize
sleepybrett 1 hour ago||||
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.

smallmancontrov 1 hour ago||
> ship a successful game probably get laid off anyways

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

londons_explore 1 hour ago||||
With the current trajectory of AI, I see unionisation efforts dead in the water.
ryandvm 52 minutes ago|||
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.

thewebguyd 21 minutes ago|||
> 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.

ptx 12 minutes ago|||
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.
sdenton4 1 hour ago||||
Why is that? Companies still need employees, and ai makes it more obvious than ever that workers need to organize together for their rights.
epolanski 18 minutes ago||
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.

bitwize 4 minutes ago||
It's almost as if... laborers in every field (the proletariat) have to unionize as a class against the ownership class (the bourgeoisie), seize the means of production, and reorganize society to their own benefit because the bourgeoisie surely will not!
nerevarthelame 56 minutes ago||||
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.
WorldMaker 46 minutes ago||||
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.
mock-possum 1 hour ago||||
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.
bayarearefugee 59 minutes ago||
> 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).

oblio 56 minutes ago||||
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.

riffraff 40 minutes ago||
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.

oblio 35 minutes ago||
The ones I'm talking about had the most active unions.
kaoD 1 hour ago||||
With the current trajectory of looms, I see unionisation efforts dead in the water.

- Someone in the early 19th century

xienze 54 minutes ago||
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.

ptx 6 minutes ago|||
https://en.wikipedia.org/wiki/First_International

"The International Workingmen's Association (IWA), commonly known as the First International [...] was founded in 1864 [...] The preparatory Address of English to French Workmen, drafted by trade union leader George Odger, articulated the need for international cooperation to prevent the importation of foreign workers to break strikes:

A fraternity of peoples is highly necessary for the cause of labour, for we find that whenever we attempt to better our social condition by reducing the hours of toil, or by raising the price of labour, our employers threaten us with bringing over Frenchmen, Germans, Belgians and others to do our work at a reduced rate of wages [...]"

WorldMaker 39 minutes ago|||
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.

Alex-C137 1 hour ago|||
Which current trajectory are you referring to?
0xWTF 1 hour ago|||
> if software engineering unionization ever starts to take hold

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

Lerc 1 hour ago|||
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.

whizzter 51 minutes ago|||
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).

kajman 59 minutes ago||||
> 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.

Melatonic 53 minutes ago||||
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.

epolanski 16 minutes ago||||
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.

deadbabe 54 minutes ago||||
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.

drnick1 38 minutes ago|||
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.
unclad5968 29 minutes ago||
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.
branon 1 hour ago|||
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.

caconym_ 1 hour ago|||
> 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.

tapoxi 1 hour ago|||
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.

wnevets 1 hour ago|||
> It lets you treat your employees as a replaceable commodity

This has been the objective of the tech industry for years

noisy_boy 1 hour ago|||
Employee as Kubernetes pod.
reaperducer 1 hour ago||
Cattle, not ~~pets~~ human beings.

We've optimized our own destruction.

sleepybrett 1 hour ago|||
that's the objective for all employers everywhere all the time.
gruez 1 hour ago|||
>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"?

corysama 14 minutes ago|||
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.

hadlock 1 hour ago|||
>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)

strgrd 1 hour ago|||
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.
matt_eeee 1 hour ago|||
Sounds great until Epic realises they can charge whatever they like in licensing fees.
maccard 1 hour ago|||
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.
bsanders343 1 hour ago|||
Unity tried that and lost a lot of good will. Not sure it really mattered in the grand scheme though.
jayd16 1 hour ago|||
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.

mjr00 1 hour ago|||
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.

0xWTF 44 minutes ago|||
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?

mortenjorck 52 minutes ago||||
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.

kvathupo 5 minutes ago||||
As a former AAA dev, this is spot on. At the end of the day, games are a business. Margins are not attractive and competition is fierce as the barrier to game development has lowered with Steam: both are downward pressures on wages.

After entering games with naive expectations of the wild west of the 90s, I would recommend other programmers not enter the AAA space, if compensation and job security are concerns. Indie game development looks like great fun, but don't expect any low-latency programming.

ozgrakkurt 54 minutes ago||||
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

Melatonic 48 minutes ago||
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.

cubefox 28 minutes ago||
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.
reaperducer 1 hour ago||||
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.

sleepybrett 1 hour ago|||
Man I miss tribes and tribes 2. Sadly the revival was garbage.
shagie 53 minutes ago|||
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.

shoobiedoo 38 minutes ago|||
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
N19PEDL2 1 hour ago|||
It looks exactly like what Microsoft already did to its browser engine Trident, which was replaced by Google’s Blink on Edge.
WorldMaker 28 minutes ago||
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
kevin_thibedeau 53 minutes ago|||
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.
whateveracct 1 hour ago|||
it also makes your games worse. those general purpose engines all have a smell to them.
khurs 53 minutes ago|||
>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 makes more money trading than traditional giants like JP Morgan do.

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

naikrovek 30 minutes ago|||
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.

redsocksfan45 1 hour ago|||
[dead]
everdrive 1 hour ago|||
And of course, there is really no down-side to low-wage contractors wielding UE5. /s
paytonjjones 1 hour ago||
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.

jacksnipe 1 hour ago|||
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.
pfdietz 1 hour ago||
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?
blanched 1 hour ago||
What are you basing “it delivers more value to customers” on?
zaptheimpaler 1 hour ago||||
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.
tapoxi 59 minutes ago||
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.
dymk 1 hour ago|||
Efficient for who? The people who lost their jobs?
FeepingCreature 1 hour ago||
Game making.
Grombobulous 1 hour ago||
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.

realo 1 hour ago||
But it will result in a fat bonus for Asha Sharma.

The only thing that truly counts, for her.

nozzlegear 56 minutes ago||
What makes you think that?
jayd16 47 minutes ago|||
If she didn't get paid to be the face of the blood letting then she didn't negotiate well enough.
baggachipz 20 minutes ago||||
Classic "glass floor" hire. Take the fall, get paid.
globular-toast 39 minutes ago|||
She works for Microsoft. It's kinda their thing.
satvikpendem 1 hour ago|||
What is the recipe?
stronglikedan 13 minutes ago||
1) success

2) ...

3) profit!

lenerdenator 1 hour ago|||
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.

eightysixfour 1 hour ago|||
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.

tayo42 1 hour ago|||
I'm confused, do people want endless sequels or not?
pjc50 1 hour ago|||
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".

eightysixfour 1 hour ago||||
People will tell you they do not want endless sequels. Sales numbers will mostly disagree with them.
zamadatix 43 minutes ago||||
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".

runako 27 minutes ago||||
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.)

Melatonic 46 minutes ago|||
Its Microsoft - why not both?
lenerdenator 1 hour ago|||
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.

eightysixfour 1 hour ago|||
> 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.

throwaway27448 1 hour ago||||
> 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.

xboxnolifes 1 hour ago|||
Making the next wow is not low risk. Making a largescale, successful MMO is probably the riskiest endeavor in video game development.
HumblyTossed 19 minutes ago|||
> 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.

bigbuppo 1 hour ago|||
Have you ever watched Shaq fall?
reactordev 1 hour ago|||
Microsoft’s Modus Operandi.
__patchbit__ 1 hour ago||
Human labor plus AI tokens must double input capital on loop track output.
reactordev 51 minutes ago||
Yeah, see slide 14 of the Microsoft Promise deck
dismalaf 1 hour ago|||
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.

tonyedgecombe 1 hour ago||
>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.

TylerE 1 hour ago||
They are unprofitable though. Profit margins of the entire Xbox division are less than just sticking the money in the bond market.
gruez 1 hour ago||
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.
TylerE 1 hour ago||
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?

gruez 1 hour ago||
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.
eightysixfour 1 hour ago||
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.

georgeecollins 1 hour ago||
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.

thewebguyd 1 hour ago|||
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.

epolanski 14 minutes ago||
When UK blocked the merger this very board flamed anti business old Europe.
eightysixfour 1 hour ago||||
Yes, it was mentioned in the article. I just don't count a tweet from an "insider" as particularly strong evidence anymore.
CuriouslyC 1 hour ago||
Miller has a history with id, and has probably gotten numerous reports directly from boots on the ground in the company.
starkparker 1 hour ago||
Sounds like Digital Foundry's also looking into it, without much detail or confirmation: https://bsky.app/profile/dark1x.bsky.social/post/3mpyvnrbwds...
bix6 1 hour ago|||
> 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?

munificent 21 minutes ago|||
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?

all2 1 hour ago||||
Money. Someone made a lot of money selling IP and the skills of the team.
pjc50 1 hour ago|||
The directors like money. And are probably beholden to their investors.
starkparker 1 hour ago|||
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...

pizza234 1 hour ago|||
> 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.

eightysixfour 1 hour ago||
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.
kibwen 1 hour ago|||
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.

Hikikomori 1 hour ago||
What's the tweet it references then?
chilmers 59 minutes ago||
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.
sailorganymede 34 minutes ago|
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.
LarsDu88 1 hour ago||
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.

mortenjorck 36 minutes ago||
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.

eightysixfour 19 minutes ago|||
I think they should have moved Halo onto it instead of Unreal.
CuriouslyC 1 hour ago|||
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.
bcjdjsndon 58 minutes ago||
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)
TylerE 59 minutes ago||
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.

LarsDu88 10 minutes ago||
MSFT could have opened up idTech completely since they make 0 dollars from licensing the engine anyways.

Microsoft's game divisions make money through making games, so opening up the engine itself would've been conducive to their goals (cultivating an ecosystem of devs and even contractors familiar with the tooling).

idTech rendering is more competitive with Epic's Unreal technology than Unity and Godot.

They should simply open source it if they fire the devs. Else the engine and future support for the games built on it are essentially being tossed into the trash.

SurgeArrest 1 hour ago||
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.

pfdietz 1 hour ago||
> at its best

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

thewebguyd 58 minutes ago||
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.
Goronmon 1 hour ago|||
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?

tomnipotent 1 hour ago||
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.
satvikpendem 1 hour ago|||
EEE requires them to have succeeded to extinguish, not just be incompetent as to close them down.
LadyCailin 1 hour ago||
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.
Catloafdev 1 hour ago||
RIP to the end of an era.

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

lynndotpy 1 hour ago||
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.

vintermann 1 hour ago|||
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.
nottorp 20 minutes ago||||
> 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.

Catloafdev 1 hour ago|||
[dead]
pavon 16 minutes ago|||
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.
koteelok 1 hour ago|||
Wolfenstein series and recent Indiana Jones game were made in IdTech.
ge96 27 minutes ago|||
Wolfenstein is great lore and art
pier25 1 hour ago||||
Didn't love the gameplay but the Indiana Jones game looks absolutely phenomenal.
HeavyStorm 1 hour ago||||
Wow, TIL Indiana was made with IdTech
Hikikomori 1 hour ago||||
Not sure if I'd call that outside Id as its all Zenimax.
lysace 1 hour ago|||
This explains the connection: https://en.wikipedia.org/wiki/MachineGames#History

I wonder what's happening to MachineGames...

garciansmith 1 hour ago|||
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!
reactordev 1 hour ago||
IdTech 3-6 was used extensively by most FPS shooters back in the day.
pier25 57 minutes ago||
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.

kpeek0 1 hour ago||
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
0xWTF 1 hour ago|
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.

DarkNova6 47 minutes ago||
Carmack left id waaay before Microsoft has acquired id (transitively by acquiring Zenimax/Bethesda)
bathtub365 56 minutes ago|||
Carmack hasn’t worked at id for 13 years
bcjdjsndon 1 hour ago||
Carmack had left id by the time he got into vr/at, iirc they snagged him from a rocket company?
azornathogron 21 minutes ago||
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

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