I have been trying to find something meaningful to say about the Id Software layoffs.
This sentiment resonates deeply, particularly for Co-founder John Carmack. A recent WARN notice filed in Texas indicates that 136 positions are being eliminated at the iconic developer of Doom, representing more than half of its workforce. This move is part of broader layoffs affecting Microsoft and Xbox studios. In response to the news, Carmack expressed his sadness but noted that he couldn’t summon anger or outrage over the situation.
Reflections on Heritage and Future
The timing of the layoffs coincided with the launch of new DLC for Id’s latest title, Doom: The Dark Ages, transforming what should have been a celebratory moment into one of mourning. Carmack candidly shared on X that his previous optimism regarding Microsoft’s stewardship of the brand is now “not aging well,” acknowledging that this development will likely dampen the mood during the upcoming founder reunion at QuakeCon next month. However, he refrains from placing blame solely on Microsoft, instead highlighting the increasing pressures to succeed within the gaming industry.
One of the most poignant aspects of the layoffs is the abrupt downsizing of a studio with such a rich legacy. Titles like Wolfenstein, Doom, and Quake form the bedrock of first-person shooter games. Yet, Carmack argues that this heritage alone is no longer sufficient. He suspects that from Microsoft’s perspective, Id Software may have been viewed as a marginal business, with reports suggesting that revenues from Minecraft have been propping up several other studios. “To continue being produced long term, games need to succeed, not just be beloved,” he asserts.
Carmack elaborates on the fierce competition for consumer attention and spending. “Games are competing with every other option for spending your leisure time and money, and the competition is brutal,” he explains. While he acknowledges the possibility of executive misjudgments, he emphasizes that it shouldn’t be the default assumption. “I don’t think there is any obvious path that would have doubled the revenue from Id games,” he states.
As he reflects on potential alternative strategies, Carmack wonders if a different pricing model could have helped Doom flourish in today’s crowded market. He questions whether Id should have aimed for faster or cheaper production, or perhaps targeted a broader audience of players who would have appreciated and purchased the game through more cost-effective marketing strategies.
He also considers whether Doom needed to evolve further. “Could they have changed the game designs and broadened the appeal to more players without alienating existing ones?” he muses. The 2016 reboot of Doom was seen as a refreshing revival, skillfully blending the classic elements that made the ’90s originals beloved while advancing the genre.
Id’s latest offering, Doom: The Dark Ages, showcased a willingness to experiment, presenting a slower, more methodical version of the Doom Slayer. While it garnered some admiration, it also faced criticism. The new Revelations DLC aimed to strike a balance between the contrasting styles of The Dark Ages and Doom Eternal, receiving praise for its “perfect balance.” Unfortunately, it arrived too late to make a significant impact.
Would any of the changes Carmack suggests have altered Id’s trajectory? He admits uncertainty, concluding, “I really don’t know.” Nevertheless, he remains hopeful for the studio’s future, stating, “The game isn’t over yet, and I hope the studio rallies through.”
When asked about the possibility of reclaiming ownership of the Doom IP, Carmack remarked that its value far exceeds his personal net worth, even if it were merely sitting on a shelf for potential future use. He also expressed doubt about being the right person for the role. However, he did extend a “M guarantee to allow Team Beef to commercialize the legacy open-source games on VR,” showcasing his commitment to the legacy of gaming innovation.