DOOM programmer says Microsoft does not understand art or games

Key Takeaways

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  • Lead programmer Chris Hays publicly states that morale at id Software has hit an unprecedented low following severe layoffs and official downplaying of the cuts.
  • Hays argues that with half the previous workforce, attempting to develop AAA titles like Doom is impossible rather than just difficult due to lost experience and team cohesion.
  • The criticism highlights a disconnect between senior executives who focus on sales metrics via Game Pass and developers who understand the creative realities and stability required for game creation.
  • As an insider in a technical leadership role, Hays challenges the studios claim that their current team structure remains comparable to when Doom was originally developed.

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Chris Hays, lead programmer for Doom, has publicly criticized Microsoft following recent layoffs at id Software, stating that the cuts have resulted in unprecedented low morale within the studio. In an interview with German channel Auf Ein Bier, Hays detailed the July layoffs, which affected 136 employees. He described the impact as severe, contrasting it with official statements that downplayed the extent of the changes. Hays asserted that the situation was “inhumane and demoralizing” and that morale had never been lower. This criticism is particularly significant because Hays directly challenges id Software’s earlier statements. At the time of the layoffs, the studio claimed its team size remained comparable to that of Doom in 2016 and that it retained sufficient staff to continue developing its renowned games and technology.

Hays, however, refutes this comparison. He stated, “We Are Not The Same Id. We Are Half Of The Same Id.” According to the programmer, the current team is smaller than the one that developed Doom in 2016, despite Doom Eternal and Doom: The Dark Ages being created by teams approximately twice the current size. Hays emphasized the difficulty of producing AAA games with half the staff, suggesting it is actually impossible. He questioned the current team’s ability to undertake major projects, likening the studio’s current setup to the requirements for high-profile Xbox 360 games. Beyond the layoffs, Hays also criticized senior executives at large companies for their perceived lack of understanding of game development. He argued that while executives may grasp marketing and sales metrics, they are disconnected from the essential elements of game creation, such as team cohesion, talent retention, and the importance of failure in the creative process.

Microsoft’s Game Pass model also faces scrutiny from Hays, who identified structural issues in how the company measures game success. He finds it difficult to reconcile reports of poor sales with the widespread availability of games through the subscription service. Hays questioned the definition of sales when titles are accessible via Game Pass, asking, “When we see those financial reports mentioning Poor Sales from Bethesda but if you have Game Pass, is that actually selling?” He further elaborated on his critique, stating, “They fundamentally do not understand art. They do not understand games. They do not understand this business model.” Hays’ criticisms carry considerable weight as he remains an employee at id Software in a technical leadership role. His comments thus stem directly from an insider’s perspective, offering firsthand insight into the impact of the recent cuts.

Loss of Experience and Camaraderie Makes Doom Development Impossible with Half Workforce

For Hays, the issue extends beyond staffing numbers. He argues that a crucial part of id Software’s identity resided in its people and the relationships they built. Consequently, the team reductions represent not just the elimination of roles but also a loss of accumulated experience, knowledge, and camaraderie. This perspective directly contrasts with id Software’s official justification of maintaining an adequate structure for game production. Hays believes the current team size is insufficient to match the production levels of recent titles. These statements also highlight broader industry tensions: as major companies prioritize cost reduction and predictable profitability models, developers contend that AAA game development necessitates large, specialized, and stable teams, which successive cuts can undermine. Whether id Software’s smaller team can meet the demands of Doom game development is yet to be seen. However, Hays’ assessment is definitive: attempting such ambitious projects with half the previous workforce is not merely difficult, but impossible.

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