Microsoft cuts 136 of id Software’s 185 staff as Carmack voices regret

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Microsoft cuts 136 of id Software’s 185 staff as Carmack voices regret

· 1 month ago

Microsoft has reportedly cut a large share of the workforce at id Software, the storied studio behind franchises such as Doom and Quake, eliminating 136 of its 185 staff. The scale of the reduction — roughly three-quarters of the team — marks a dramatic contraction for one of the most influential names in video game development and reflects the wider wave of cost-cutting across Microsoft's gaming division.

According to the report, the layoffs prompted John Carmack, id Software's celebrated co-founder and former lead programmer, to publicly express regret over the situation. Carmack, who left the company years ago, remains a figurehead associated with the studio's technical legacy, and his reaction underscores the emotional and industry significance of the cuts. The move leaves id with fewer than 50 remaining employees.

  • Microsoft cuts 136 of id Software's 185 staff.
  • Around three-quarters of the studio's team is affected.
  • Co-founder John Carmack voiced regret over the cuts.

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Microsoft owns several video game studios, including id Software, a Texas-based developer best known for creating landmark shooter games such as Doom and Quake in the 1990s. Microsoft has been cutting costs across its gaming business since buying major studios in recent years, and this round of cuts has hit id Software particularly hard.

John Carmack co-founded id Software and was its lead programmer for many years, becoming one of the most respected figures in game development for his technical work on early 3D graphics. He left the company some time ago but is still closely associated with its reputation and history, which is why his comments on the studio's situation carry weight.

The story matters because id Software is regarded as one of the most historically significant studios in gaming, and cuts on this scale raise questions about the future of the studio and about how large companies are managing the games businesses they have acquired.

Both sides, in good faith

The strongest fair case each way — we don't pick a winner.

The case for

Those defending Microsoft's decision would argue that the video games industry has faced a painful market correction after pandemic-era overhiring, and that a parent company has both the right and the responsibility to resize a studio whose output no longer matches its cost base. They would point out that id Software's recent releases have not matched the commercial scale of Microsoft's broader portfolio, that consolidating support functions across studios avoids duplicated overheads, and that difficult staffing decisions, however painful, can be what allows the remaining team and its franchises to survive and be resourced sustainably in the long run.

The case against

Critics would argue that gutting three-quarters of the staff at a studio as culturally significant as id Software – the creator of Doom and Quake and a formative influence on an entire genre – represents a reckless disregard for institutional knowledge, creative talent and the people whose careers built that legacy. They would contend that such deep cuts, coming after Microsoft's enormous acquisition spending in gaming, reflect short-term financial engineering rather than genuine stewardship, and that John Carmack's public regret from someone no longer even employed there speaks to how demoralising these decisions are for an industry already strained by repeated rounds of layoffs.

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