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Microsoft fire idTech team at Id software

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Re: Microsoft fire idTech team at Id software

#231

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.

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.

> 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.

Re: Microsoft fire idTech team at Id software

#232

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.

I think they should have moved Halo onto it instead of Unreal.

Re: Microsoft fire idTech team at Id software

#233

Earlier quoted context omitted.

With the current trajectory of AI, I see unionisation efforts dead in the water.

Why is that? Companies still need employees, and ai makes it more obvious than ever that workers need to organize together for their rights.

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.

Re: Microsoft fire idTech team at Id software

#234

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?'

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

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.

Re: Microsoft fire idTech team at Id software

#235

RIP to the end of an era. Was IdTech used outside of Id? Or was it just a Doom series thing as of recently?

The relationship was different. When Id licensed an engine, they threw the 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.

Re: Microsoft fire idTech team at Id software

#236
post #117
post #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 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…

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.

Re: Microsoft fire idTech team at Id software

#237
post #72
post #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 yo…

>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…

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.

Re: Microsoft fire idTech team at Id software

#238

Earlier quoted context omitted.

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.

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 to…

When UK blocked the merger this very board flamed anti business old Europe.

Re: Microsoft fire idTech team at Id software

#240

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.

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.

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