Doom director Hugo Martin says id Software is fine, and anyway, 'what matters the most is that the games are good'
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Doom director Hugo Martin says id Software is fine, and anyway, 'what matters the most is that the games are good'

PC Gamer RSS FeedAndy Chalk3 min read(about 2 months ago)

Overview & Key Takeaways

I'm not so sure about that one, man.

One of the biggest questions left in the aftermath of the Xbox layoffs earlier this month is the state of legendary Doom and Quake studio id Software. Some have claimed the cuts ran so deep that the studio's ability to make new games and support its proprietary idTech engine are in question, while id Software itself published a statement, later echoed using almost identical language by TESO studio ZeniMax Online, that it's merely been reduced to a headcount comparable to what it had a decade ago, when it developed the 2016 Doom reboot—so, basically, everything's fine.

Now studio director Hugo Martin has weighed in, and unsurprisingly he's in the 'all is well' camp. Speaking in a new Slayers Club Live stream, Martin said "reports that we've been nerfed into the ground and gutted and we have 50 people [remaining]" are not true.

"We're the size we were when we made Doom 2016, and idTech is very much alive and well. You have to understand, we have idTech engineers both in Frankfurt and at MachineGames. We collaborate quite a bit. So the idTech is there, the Doom team is here, and we're excited to share with you guys more of what we're working on in the future when it is appropriate and approved."

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According to an Aftermath report, id's office in Frankfurt—quite small to begin with—was also cut in half by the Xbox layoffs, being reduced from 12 employees to six.

That statement from Martin was fairly safe and anodyne, obviously intended to calm the nervous crowds without committing to anything specific, and I think the truth is that we're not going to know the true impact of the cuts until we know what id Software gets up to next.

But he had more to say, and Martin's subsequent comments struck me as considerably more tone deaf. "The fact that we made a game that people like and is critically and commercially successful ... that's good for everyone. For the people at the studio, for the people who unfortunately we had to say goodbye to, I think that helps everyone, and we really appreciate your support.

"What matters the most is that the games are good, and I'm so happy that people—it's just a good thing for everybody."

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As someone who likes and appreciates it when the games are good, I have to say that I'm not sure that's really the most important thing at all, at least not compared to the long-term health of the industry that makes them—which of course means the people who make them. Technology advances at a sometimes alarming pace, it's true, but the headlong rush to embrace those advances, heedless of any consideration beyond the bottom line, is not going to lead us to a better place—or to better games. Pretending that everything is fine as long as the games are good is a quick way to end up in our list of "25 foolproof ways to get laid off in the videogame industry"—which, yes, includes making an acclaimed and commercially successful game.

Martin isn't the only one looking to reassure gamers that everything is a-okay. Earlier today Bethesda dropped a massive infodump on its plans for the future, including confirmation of a new Fallout game being made by Obsidian, remasters of Fallout 3 and Fallout: New Vegas, and word that Fallout 5 is in pre-production.

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