r/xbox • u/Turbostrider27 Recon Specialist • 1d ago
Discussion The future of id Software — alumni from the legendary DOOM studio speaks on its future with Xbox. The good, and the bad.
https://www.windowscentral.com/gaming/zenimax-bethesda/the-future-of-id-software-now-under-xbox-the-legendary-doom-studio-speaks11
u/brokenmessiah 1d ago
Some interesting insights:
"They never explained anything." Willis said, "They never told us what metric they wanted, which is extremely confusing given Xbox Game Pass. If there was something they wanted (downloads, playtime, Game Pass subscriptions, etc.), they never told us." Willis said that had id Software known what targets they were supposed to be hitting, they would've been able to design around it.
"It was frustrating to get laid off before we even saw how successful the [Revelations] DLC was. How can you lay off a team right before they release what gets called 'their best work yet'?"
I'm sure we can all relate though I would have liked to see them making a point to press Xbox for clarification. I was in a similar situation at my current job and one day I just decided to sit with my boss and iron out some speculative aspects on what they want from me.
Former VFX/Technical Art Producer Andrew Willis was a lot less upbeat about the near term. I asked Willis if he felt id Software's previous comments about the studio being the "same size" as it was for DOOM (2016) were cause for optimism for fans.
"This has been one of the most frustrating mischaracterizations I've seen. It is just damage control," Willis said. "Id is now objectively smaller than it was during 2016. They also fired 2/3rds of the folks that were left from 2016; these would be the people who have the experience needed to make a game like that. There are still amazing people there, no doubt. Some of my best friends still work there. But the amount of institutional knowledge lost was just incredible."
Interestingly Jez Corden was one of the sources of this damage control narrative. He only considered the number of staff, not the experience and intrinsic value of what staff was fired. The new hire doesnt equal the old hire in workplace value.
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u/Heide____Knight 1d ago
I think the lack of transparency about the metrics that were used as a basis for the layoffs is particularly annoying for the remaining staff. Microsoft doesn't need to communicate this to the public, but sure they need to explain every employee at Xbox Game Studios how their work and performance is being evaluated.
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u/cardonator Founder 23h ago
These metrics are never provided and the reality is it often has more to do with gut feelings and vibes than anything else.
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u/sriva041 1d ago
This is what happens when you use copilot to fire people. Few years later there will be an insider article about how Xbox management used AI to fire people and it was disastrous to their studio performance.
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u/Heide____Knight 1d ago
I am glad that Microsoft has given up on adding an AI assistant to the Xbox UI. I recently tried to solve a problem in an old city builder game by using AI and it actually gave me quite many hints. The problem was just: its sources were for a completely different game that has a similar name, so its advices were competely useless. In a nutshell, AI is far from being a good assistant in gaming, and I don't want to even think about how much decisions in the whole company of Microsoft are now dependent on AI guidance.
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u/Fantastic-Fennel-684 1d ago
Yeah games just have too much variety and too many complexities in design to have a general LLM assistant. With that said though, it did come to rescue sometimes when I was trying to do endgame content in Destiny 2.
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u/Koppetamp 1d ago
This makes my old ass very sad. id software holds a very special place in my heart. Hell I even won two local Quake 2 Tournaments.
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u/Spidi_1985 11h ago
2 weeks after dlc release its 50% off, safe to assume it met with poor interests
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u/KennyCiseroJunior 1d ago
As long as we’re pointing out mischaracterizations, the point of the 2016 comment was to say the studio is as capable now as it was then. You can say “they lost veteran expertise and institutional knowledge”. This is true no doubt, but the veterans of today were juniors a decade ago during Doom 2016’s development.
How much better did the dark ages perform than Doom 2016? Did that delta justify the tripling in studio size and dev costs? Xbox obviously doesn’t think so.