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Imagine you’re building a giant LEGO castle with 100 friends. Then, one day, 50 of them are told to leave—but you’re still expected to finish the castle on time, with the same quality. That’s essentially what happened at id Software, the legendary studio behind Doom, Quake, and now Doom: The Dark Ages.
In July 2024, Microsoft’s Xbox division laid off 1,600 employees (with another 1,600 planned by year-end)—about 20% of their total workforce. id Software, owned by Bethesda (which is owned by Xbox), was hit hard.
Important Point: Chris Hays, id Software’s lead services programmer with 15+ years at the studio, says the remaining team cannot make a AAA game like Doom (2016) with half the people. He calls it "impossible."
Hays isn’t a random critic—he’s a veteran developer who helped build the games in question. When he says the team is gutted, he knows what he’s talking about.
| Claim | Reality According to Hays |
|---|---|
| "Same size as Doom 2016" | "There’s a reason they say ‘close to’—because it’s less" |
| "Entire departments intact" | Entire disciplines are gone—departments "gutted" |
| "Team cohesion preserved" | "Cohesion between our teams was part of what made it successful" |
| "Business as usual" | Management given "talking points"—told what they can/can’t say |
Key Quote: "It is hard to make a game that is AAA that’s like we’ve done before with half the people. And by hard I mean impossible."
Here’s where it gets really interesting—and frustrating for developers.
Important Point: You can’t measure success by "units sold" when your own subscription service replaces the need to buy units. It’s like opening a free buffet then complaining nobody bought a la carte.
Hays makes a crucial point that non-developers often miss: Game development isn’t math—it’s chemistry.
Key Quote: "If you cut half of a studio and don’t take into account how it’s made, you don’t understand the cohesion between our teams was a part of what made it successful."
| For Players | What to Expect |
|---|---|
| Doom: The Dark Ages | Still coming—but likely delayed, scaled back, or crunched |
| Future id games | Longer dev cycles, fewer risks, possible quality dips |
| Game Pass value | Short-term win (free games), long-term risk (fewer great games made) |
| Industry signal | AAA single-player games getting harder to justify under subscription models |
Bottom Line: The people who actually make the games are telling you the machine is broken. Maybe listen to the mechanics, not the salespeople.
No. But Chris Hays’ comments suggest it’s being made under extremely difficult conditions—with half the team, missing departments, and low morale. Expect delays or scope reductions.
Short-term financial pressure. Microsoft needs to show Game Pass growth and cost savings to shareholders. Layoffs boost quarterly numbers; broken games show up years later.
Indirectly, yes. If "success" = "Game Pass engagement" not "sales," studios get mixed signals. They’re rewarded for retention metrics, not necessarily artistic ambition or polish.
Contractors don’t replace 15-year veterans. You lose institutional knowledge, team chemistry, and long-term ownership. It’s like replacing a band’s drummer with a session player mid-tour.
Final Thought: Great games aren’t made by headcount spreadsheets. They’re made by teams who trust each other, know each other’s rhythms, and have the time to care. Xbox just broke that at one of gaming’s most historic studios. The games will tell us if it was worth it.