{"id":152453,"date":"2026-08-11T20:30:52","date_gmt":"2026-08-11T20:30:52","guid":{"rendered":"https:\/\/playersforlife.com\/2026\/08\/11\/un-developpeur-doom-affirme-que-microsoft-ne-comprend-ni-l-art-ni-les-jeux-video\/"},"modified":"2026-08-11T20:38:42","modified_gmt":"2026-08-11T20:38:42","slug":"un-developpeur-doom-affirme-que-microsoft-ne-comprend-ni-l-art-ni-les-jeux-video","status":"publish","type":"post","link":"https:\/\/playersforlife.com\/fr\/2026\/08\/11\/un-developpeur-doom-affirme-que-microsoft-ne-comprend-ni-l-art-ni-les-jeux-video\/","title":{"rendered":"Un d\u00e9veloppeur DOOM affirme que Microsoft ne comprend ni l&rsquo;art, ni les jeux vid\u00e9o."},"content":{"rendered":"<p><div class=\"key-takeaways\"><h3>En quelques mots<\/h3><p>Cr\u00e9\u00e9 avec l&#039;IA - on travaille encore dessus ! D\u00e9sol\u00e9 si \u00e7a ne correspond pas tout \u00e0 fait \u00e0 vos attentes.<\/p><ul><li style=\"margin-bottom: 8px;\">Le programmeur en chef Chris Hays a publiquement d\u00e9clar\u00e9 que le moral \u00e0 id Software avait atteint un niveau jamais vu pr\u00e9c\u00e9demment suite aux licenciements massifs et au minimisation officielle des r\u00e9ductions effectives.<\/li><li style=\"margin-bottom: 8px;\">D&#039;Hoy argue qu&#039;avec la moiti\u00e9 de la force de travail pr\u00e9c\u00e9dente, il est impossible plut\u00f4t que simplement difficile de d\u00e9velopper des titres AAA comme Doom, en raison d&#039;une exp\u00e9rience et d&#039;une coh\u00e9sion d&#039;\u00e9quipe perdues.<\/li><li style=\"margin-bottom: 8px;\">La critique met en lumi\u00e8re un foss\u00e9 entre les dirigeants de haut niveau, qui se concentrent sur les indicateurs de vente gr\u00e2ce \u00e0 Game Pass, et les d\u00e9veloppeurs qui comprennent les r\u00e9alit\u00e9s cr\u00e9atives et la stabilit\u00e9 n\u00e9cessaires pour cr\u00e9er des jeux vid\u00e9o.<\/li><li style=\"margin-bottom: 8px;\">En tant que cadre technique interne chez Hays, il remet en question l&#039;affirmation des studios selon laquelle leur structure d&#039;\u00e9quipe actuelle reste comparable \u00e0 celle de l&#039;\u00e9poque du d\u00e9veloppement original de Doom.<\/li><\/ul><\/div><br \/>\n<h3>Recommended products<\/h3><p class=\"aws-affiliate-disclaimer\">This page contains affiliate links. 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2 columns *\/\n            @media (max-width: 768px) {\n                .aws-product-grid {\n                    grid-template-columns: repeat(2, 1fr);\n                    gap: 15px;\n                }\n                \n                .aws-product-image {\n                    height: 180px;\n                }\n            }\n            \n            \/* Mobile styles - 1 column *\/\n            @media (max-width: 480px) {\n                .aws-product-grid {\n                    grid-template-columns: 1fr;\n                    gap: 15px;\n                }\n                \n                .aws-product-image {\n                    height: 220px;\n                }\n                \n                .aws-product-content {\n                    padding: 12px;\n                }\n            }\n        <\/style><\/p>\n<p>Chris Hays, programmeur principal de *Doom*, a publiquement critiqu\u00e9 Microsoft \u00e0 la suite des licenciements r\u00e9cents chez id Software, affirmant que ces r\u00e9ductions ont entra\u00een\u00e9 un moral historiquement bas au sein du studio. Lors d&rsquo;une interview accord\u00e9e \u00e0 la chaine allemande Auf Ein Bier, Hays a d\u00e9taill\u00e9 les licenciements de juillet qui ont touch\u00e9 136 employ\u00e9s. Il a d\u00e9crit l&rsquo;impact comme \u00e9tant grave, s&rsquo;opposant aux d\u00e9clarations officielles qui minimisaient l&rsquo;\u00e9tendue des changements intervenus. Chris Hays a affirm\u00e9 que la situation \u00e9tait \u00ab inhumaine et d\u00e9moralisante \u00bb et que le moral n&rsquo;avait jamais \u00e9t\u00e9 aussi bas. Cette critique rev\u00eat une importance particuli\u00e8re car elle remet directement en cause les pr\u00e9c\u00e9dentes d\u00e9clarations d&rsquo;id Software. Au moment des licenciements, le studio soutenait que sa taille d&rsquo;\u00e9quipe restait comparable \u00e0 celle de *Doom* en 2016 et qu&rsquo;il conservait un effectif suffisant pour continuer le d\u00e9veloppement de ses jeux l\u00e9gendaires et de son technologie.<\/p>\n<p>Hays conteste cependant cette comparaison. Il a d\u00e9clar\u00e9 : \u00ab Nous ne sommes pas le m\u00eame Id que celui d&rsquo;autrefois. Nous en repr\u00e9sentons la moiti\u00e9 seulement. \u00bb Selon le d\u00e9veloppeur de jeu vid\u00e9o, l&rsquo;\u00e9quipe actuelle est plus petite que celle qui a r\u00e9alis\u00e9 *Doom* en 2016, malgr\u00e9 le fait que *Doom Eternal* et *Doom : L&rsquo;\u00c2ge des t\u00e9n\u00e8bres* soient issus d&rsquo;\u00e9quipes dont la taille \u00e9tait approximativement double de celle du personnel actuel. Hays souligne la difficult\u00e9 \u00e0 d\u00e9velopper des jeux AAA avec seulement moiti\u00e9 moins de personnes, sugg\u00e9rant qu&rsquo;il s&rsquo;av\u00e8re en fait impossible. Il remet \u00e9galement en question l&rsquo;appareil capable de l&rsquo;\u00e9quipe actuelle pour entreprendre des projets majeurs, assimilant cette configuration du studio aux exigences requises par les titres grand public de Xbox 360 au-del\u00e0 des licenciements r\u00e9cents. Hays a aussi critiqu\u00e9 la direction d&rsquo;entreprise dans leurs grandes entreprises, dont le manque pr\u00e9sum\u00e9 de compr\u00e9hension sur le d\u00e9veloppement vid\u00e9oludique. Il soutient que tandis qu&rsquo;ils saisissent bien en mati\u00e8re marketing et ventes de marchandises, ils restent d\u00e9connect\u00e9s des \u00e9l\u00e9ments essentiels \u00e0 l&rsquo;\u00e9quipe comme celle-ci par exemple : coh\u00e9sion de groupe, r\u00e9tention du talent et importance du ratage dans le processus cr\u00e9atif<\/p>\n<p>Le mod\u00e8le Game Pass de Microsoft est \u00e9galement soumis \u00e0 l&rsquo;examen attentif des critiques selon Hays, qui y rel\u00e8ve des probl\u00e8mes structurels quant \u00e0 la mani\u00e8re dont l&rsquo;entreprise mesure le succ\u00e8s d&rsquo;un jeu vid\u00e9o. Il trouve difficilement conciliable les rapports de mauvaises ventes avec la disponibilit\u00e9 g\u00e9n\u00e9ralis\u00e9e des titres via le service par abonnement. Hays questionne m\u00eame la d\u00e9finition des ventes lorsque les jeux sont accessibles gr\u00e2ce au Game Pass, en s&rsquo;inquirant : \u00ab Quand nous voyons ces bilans financiers mentionnant de Maigres Ventes chez Bethesda mais si vous avez acc\u00e8s \u00e0 Game Pass, est-ce que c&rsquo;est r\u00e9ellement une vente ? \u00bb Il approfondit \u00e9galement sa critique affirmant : \u00ab Ils comprennent fondamentalement pas l&rsquo;art. Ils ne comprennent pas les jeux vid\u00e9o. Ils n&rsquo;ont aucune compr\u00e9hension de ce mod\u00e8le \u00e9conomique. \u00bb Les critiques avanc\u00e9es par Hays p\u00e8sent consid\u00e9rablement car il demeure employ\u00e9 chez id Software dans un r\u00f4le dirigeant technique, ses commentaires d\u00e9coulant ainsi directement d&rsquo;une perspective \u00e0 l&rsquo;int\u00e9rieur m\u00eame du studio et offrant une analyse directe des cons\u00e9quences r\u00e9centes des r\u00e9ductions effectives du personnel<\/p>\n<h2>La perte d&rsquo;exp\u00e9rience et de camaraderie rend le d\u00e9veloppement du jeu possible avec la moiti\u00e9 de l&rsquo;\u00e9quipe pour id Software impossibles<\/h2>\n<p>Pour Hays, la question d\u00e9passe les nombres de ressources humaines. Il soutient qu&rsquo;une partie cruciale de l&rsquo;identit\u00e9 d&rsquo;id software r\u00e9sidait dans ses personnes et les relations qu&rsquo;ils ont construites. Par cons\u00e9quent, les r\u00e9ductions d&rsquo;\u00e9quipe ne repr\u00e9sentent pas seulement l&rsquo;\u00e9limination de r\u00f4les mais aussi une perte d&rsquo;exp\u00e9rience accumul\u00e9e, de connaissances et de camaraderie. Cette perspective contraste directement avec la justification officielle d&rsquo;id Software visant \u00e0 maintenir une structure ad\u00e9quate pour la production des jeux. Hays estime que la taille actuelle de l&rsquo;\u00e9quipe est insuffisante par rapport aux niveaux de production des derniers titres. Ces d\u00e9clarations mettent \u00e9galement en lumi\u00e8re les tensions plus larges au sein du secteur : alors que les grandes entreprises priorisent la r\u00e9duction des co\u00fbts et des mod\u00e8les de rentabilit\u00e9 pr\u00e9visibles, les d\u00e9veloppeurs soutiennent que le d\u00e9veloppement de jeux AAA n\u00e9cessite d&rsquo;\u00e9quipes importantes, sp\u00e9cialis\u00e9es et stables, dont l&rsquo;int\u00e9grit\u00e9 successive peut \u00eatre compromise par des coupures successives. Il reste \u00e0 voir si l&rsquo;\u00e9quipe plus petite d&rsquo;id Software pourra r\u00e9pondre aux exigences du jeu Doom. Cependant, la d\u00e9claration de Hays est d\u00e9finitive : tenter de mener un projet aussi ambitieux avec seulement la moiti\u00e9 de l&rsquo;effectif pr\u00e9c\u00e9dent n&rsquo;est pas simplement difficile, mais impossible.<\/p>\n<p><img decoding=\"async\" style=\"width: 100%\" src=\"https:\/\/topnewsshow.com\/wp-content\/uploads\/2018\/03\/All-In-O.jpg\" alt=\"\" title=\"\"><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Alors que Chris Hays au sein d&rsquo;id Software observe des baisses historiques de moral suite \u00e0 une s\u00e9rie massive de licenciements qu&rsquo;il dit rendre le d\u00e9veloppement AAA moderne impossible, sa critique honn\u00eate r\u00e9v\u00e8le la v\u00e9rit\u00e9 douloureuse du clash entre les demandes corporatives en mati\u00e8re d&rsquo;abonnements et l&rsquo;esprit d&rsquo;\u00e9quipe sp\u00e9cialis\u00e9 n\u00e9cessaire pour cr\u00e9er de grands jeux.<\/p>\n","protected":false},"author":9,"featured_media":152446,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"content-type":"","_lmt_disableupdate":"","_lmt_disable":"","movie_schema":"","tvshow_schema":"","videogame_schema":"","meta_description":"Le programmeur Chris Hays critique Microsoft pour son incompr\u00e9hension totale de l'art vid\u00e9o-game face aux licenciements chez id Software.","meta_keywords":"doom eternal,id software,game pass,chris hays,microsoft licenciement,xbox 360,aap games,budget videojuego,carriere developpeur,critique microsoft jeux","meta_author":"Mael Blaese","meta_robots":"index, follow","meta_language":"en","twitter_card":"summary_large_image","twitter_title":"Programmeur DOOM : Microsoft ne comprend ni art ni games","twitter_description":"D\u00e9veloppeur DOOM : Microsoft ignore l'art des jeux ? D\u00e9couvrez son analyse choc apr\u00e8s les licenciements id Software.","twitter_site":"","twitter_site_id":"","twitter_creator":"","twitter_creator_id":"","twitter_image":"https:\/\/www.outerspace.com.br\/wp-content\/uploads\/2025\/01\/DOOM-darkages.webp","twitter_image_alt":"","twitter_app_name_iphone":"","twitter_app_id_iphone":"","twitter_app_url_iphone":"","twitter_app_name_ipad":"","twitter_app_id_ipad":"","twitter_app_url_ipad":"","twitter_app_name_googleplay":"","twitter_app_id_googleplay":"","twitter_app_url_googleplay":"","twitter_player":"","twitter_player_width":0,"twitter_player_height":0,"twitter_player_stream":"","og_title":"Programmeur DOOM : Microsoft ne comprend ni art ni games","og_type":"article","og_url":"https:\/\/playersforlife.com\/fr\/2026\/08\/11\/un-developpeur-doom-affirme-que-microsoft-ne-comprend-ni-l-art-ni-les-jeux-video\/","og_image":"https:\/\/www.outerspace.com.br\/wp-content\/uploads\/2025\/01\/DOOM-darkages.webp","og_image_secure_url":"https:\/\/www.outerspace.com.br\/wp-content\/uploads\/2025\/01\/DOOM-darkages.webp","og_image_type":"image\/webp","og_image_width":0,"og_image_height":0,"og_image_alt":"","og_description":"D\u00e9veloppeur DOOM : Microsoft ignore l'art des jeux ? D\u00e9couvrez son analyse choc apr\u00e8s les licenciements id Software.","og_site_name":"PlayersForLife.com","og_locale":"en_US","og_article_published_time":"2026-08-11T20:30:52","og_article_modified_time":"2026-08-11T20:30:52","og_article_author":"Mael 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