Microsoft fire idTech team at Id software
Scope of the layoffs (unclear, but likely large)
- Article and social posts claim a “significant” portion of id Software staff, possibly much of the coding/idTech team, were laid off.
- Some commenters treat this as confirmed; others say evidence is mostly second‑hand tweets and early reports, and note some engine devs still list themselves at id.
- Separate reporting mentions ~95 people cut and that id’s Frankfurt (engine-heavy) office status is still unclear. Overall scope remains uncertain.
idTech’s role and perceived loss
- Many see idTech as one of the fastest, most polished FPS engines: DOOM and Wolfenstein titles are praised for smooth performance, especially on modest hardware and consoles.
- idTech’s historical impact is highlighted: early engines were widely licensed or open sourced and influenced Source, CoD engines, etc.
- Some argue killing or downsizing the idTech team wastes elite technical talent and institutional knowledge, and weakens Vulkan-focused development on Windows.
Shift toward Unreal/standard engines
- Broad view: maintaining a proprietary engine is costly; UE5/Unity give access to a large talent pool and flexible scaling via contractors.
- Counterview: UE5 games often have worse performance, shader stutter, and a recognizable “engine feel,” leading to fears of homogenized “Unreal slop.”
- Others note UE can perform well when used and tuned properly; poor results are often blamed on studios, not the engine.
Business strategy and Microsoft criticism
- Xbox division is portrayed as low-margin and under pressure; layoffs seen as cost-cutting to support AI or fix years of mismanagement (Game Pass economics, delayed tentpole franchises).
- Some argue Microsoft should have turned idTech into a licensed or open-source engine to compete with Unreal and build an ecosystem, rather than discard it.
- Microsoft’s acquisition spree (ZeniMax, Activision Blizzard) is widely criticized as harmful consolidation; several commenters say studios should have stayed independent or been sold intact instead of gutted.
Labor, unions, and industry conditions
- Game dev is described as low-pay, high-crunch, and layoff-prone; many advise avoiding AAA entirely.
- Unionization at Blizzard/ZeniMax is discussed; unionized teams reportedly avoided some layoffs, but others warn unions have limited leverage when entire studios or divisions are cut.
- Some hope displaced id devs will form new indie studios, potentially leading to fresh, smaller-scale innovation outside Microsoft.