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…
> 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.
Microsoft fire idTech team at Id software
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Re: Microsoft fire idTech team at Id software
#152Earlier quoted context omitted.
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.
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?
Re: Microsoft fire idTech team at Id software
#153I 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 yo…
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.
The FSR/DLSS upscalers are typically superior to TSAA and are a reasonable replacement.
Re: Microsoft fire idTech team at Id software
#154Re: Microsoft fire idTech team at Id software
#155Earlier quoted context omitted.
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 successe…
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 i…
Re: Microsoft fire idTech team at Id software
#156Interestingly, 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.
Re: Microsoft fire idTech team at Id software
#157I 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 yo…
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…
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.
Re: Microsoft fire idTech team at Id software
#158Re: Microsoft fire idTech team at Id software
#159Re: Microsoft fire idTech team at Id software
#160Earlier quoted context omitted.
With the current trajectory of AI, I see unionisation efforts dead in the water.
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.
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).