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Microsoft fire idTech team at Id software

gamefromscratch.com

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Re: Microsoft fire idTech team at Id software

#13
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.

Re: Microsoft fire idTech team at Id software

#16
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.

Re: Microsoft fire idTech team at Id software

#17

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.

> 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.

Re: Microsoft fire idTech team at Id software

#19
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.
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