Microsoft's recent extensive layoffs at id Software have been described as "inhumane" and "demoralizing" by Chris Hays, a lead services programmer at the studio. In an interview with the YouTube channel Auf ein Bier, Hays stated that the cuts, which affected 136 roles, have fundamentally impacted the studio's ability to create AAA games.
Hays recounted the difficult timing of the layoffs, announced the day before the release of Doom: The Dark Ages DLC, following a period of intense crunch. "Everyone had just gotten off of a worse-than-usual crunch to get the DLC out the door, finally get a breather, and we were excited for our launch on the Tuesday... Instead of watching in anticipation for people, streamers, and seeing all the hard work they put in finally pay off? Now they don't know what they're doing," he said.
The programmer further elaborated on the lack of clear communication from Microsoft regarding a future plan for the studio. "There's been plenty of things said internally that mimics the same things that we've all seen as public statements by the company. But how that actually results in making games? That's not clear. I don't know. I don't know where this goes," Hays stated. He believes it is "impossible" to create AAA titles with half the staff and that the loss of entire departments and disciplines leaves critical work unaddressed. "Who's going to make our skyboxes when we get rid of our skybox artist? How are we going to maintain our infrastructure when we get rid of an infrastructure team? How will we maintain an engine when so much of the engine team was let go?"
Contrary to official statements that "we're still the same id," Hays asserted, "First of all, we're not the same id. We're half the same id. It was the people—what made us special was the people and the relationships that we have." He suggested that Microsoft's damage control is primarily aimed at preventing employees from leaving.
Hays expressed a strong belief that Microsoft has permanently damaged its reputation within the industry, hindering its ability to rehire former employees and recruit new talent. "They have burned a lot of bridges—it's not just us," he explained. The promise of "hire to retire" is no longer credible, and employees have lost faith in studio management's assurances, knowing that higher-level decisions can override local leadership for minor stock gains. "I think as long as we're under Microsoft, no-one will believe anything... They're not gonna trust Microsoft ever, so by proxy, they can't trust studio management."
He concluded that the decisions behind the cuts lacked foresight and a genuine understanding of game development. "They fundamentally don't understand art. They don't understand art, they don't understand games, they don't understand that business model." Hays pointed to Microsoft's financial reporting methods as potentially influencing these decisions, suggesting a focus on short-term fiscal goals rather than long-term studio health. This perspective aligns with other recent decisions, such as the closure of Tango Gameworks and significant layoffs at Bethesda.