id Software's lead services programmer has publicly criticised Xbox following July's layoffs, raising concerns about the studio's future and Microsoft's approach to game development after significant staff reductions
id Software, the studio behind the Doom franchise, has faced a wave of layoffs this July, with 136 employees reportedly affected. The cuts have prompted lead services programmer Chris Hays to speak out, questioning Xbox's understanding of game development and the creative process. Hays, who has been with id Software since 2010, expressed concern that the studio's ability to deliver large-scale, high-quality games is now in doubt following the loss of entire departments and key disciplines.
Impact on id Software's Team
According to Hays, the recent restructuring has left id Software with fewer staff than during the development of Doom (2016). He highlighted that the studio's previous successes, including Doom Eternal and the upcoming Doom: The Dark Ages, were achieved with significantly larger teams. Hays argued that halving the workforce makes it "impossible" to create games at the same scale and quality, especially when essential departments have been eliminated.
Official statements from id Software have attempted to reassure fans, noting that the studio is now "about the same size" as it was during Doom (2016)'s production. However, Hays challenged this narrative, stating that the relationships and expertise of the people who left were central to id's identity and output. He also suggested that management has been given strict talking points to minimise unrest and prevent further departures.
Microsoft's Approach and Game Pass Concerns
Hays was particularly critical of Microsoft and Xbox's handling of the situation, suggesting that the parent company does not fully grasp the artistic and collaborative nature of game development. He questioned the logic of expecting the same results from a much-reduced team and pointed to a lack of clear communication about future plans for the studio.
One area of uncertainty is the impact of Xbox Game Pass on sales and studio expectations. Hays noted that internal financial reports often cite "poor sales" under Bethesda, but the subscription model complicates traditional sales metrics. He argued that shifting away from a game-sold business model without a clear alternative risks undermining both creative ambition and commercial success.
Wider Xbox Restructuring
The layoffs at id Software are part of a broader restructuring at Xbox, described by new CEO Asha Sharma as the "most significant restructure in Xbox history." The changes have affected 3,200 employees across the division, with 1,600 impacted immediately and another 1,600 expected to be affected over the current financial year. The restructuring has also seen four studios transition to new management.
Hays indicated that while he remains committed to meeting id Software's goals, the lack of transparent communication and the scale of the cuts have left staff uncertain about the studio's future direction. He contrasted the current environment with the period under ZeniMax, where success was measured by critical acclaim and solid sales, and where marketing and sales teams were held accountable for performance shortfalls rather than development staff alone.
Franchise Legacy and Player Expectations
id Software's reputation as a leading first-person shooter developer has been built over decades, with the Doom series maintaining a loyal following. The studio's recent releases, including Doom: The Dark Ages and its Revelations DLC, have continued to receive strong critical reception, with IGN awarding the latest expansion a 9/10. The question now is whether the reduced team can maintain this standard in future projects.
For those interested in how other major franchises are evolving, Square Enix's approach to integrating spin-off narratives into mainline releases is explored in detail in this analysis of Final Fantasy VII Revelation's narrative direction.
As id Software adapts to its new structure, the long-term impact on the Doom franchise and the studio's creative output remains to be seen. The situation highlights ongoing tensions between creative teams and corporate management in an industry increasingly shaped by subscription models and large-scale restructuring.
Understanding the effects of large-scale layoffs in game development requires recognising how team size, departmental expertise and internal cohesion contribute to a studio's ability to deliver complex projects. When key disciplines are lost, the risk is not only a reduction in output but also a loss of the unique creative identity that defines a studio's work. As subscription services like Game Pass reshape the business model, the challenge for developers and platform holders alike is to balance commercial pressures with the realities of making ambitious, high-quality games.