Report Comment to a Moderator Our Moderators review all comments for abusive and offensive language, and ensure comments are from Verified Users only.
Please report a comment only if you feel it requires our urgent attention.
I understand, report it. Cancel

Bethesda confirms redundancies at id Software

By Matt Martin

Tue 10 Jan 2012 9:19pm GMT / 4:19pm EST / 1:19pm PST

Rage developer latest to suffer layoffs

Bethesda Softworks

The Bethesda Softworks division, founded in 1986, has a long history of success as a developer and publisher...

id software

id defined by Freud as the primal section of the human psyche; id Software, located in Mesquite, Texas,...

Bethesda has confirmed that it has laid off a number of staff at Rage and Doom studio id Software.

The publisher called the move standard practice, adding that work on projects currently in development "continues unabated," according to a statement issued to Joystiq.

"As part of its standard business practice, id regularly evaluates staffing to ensure it has a workforce that meets the needs of the studio. As part of that process, some id employees were recently let go," said the company.

id most recently completed new IP Rage. The job losses come on the same day as redundancies at Sony UK and independent developer Monumental.

From Recommendations by Taboola


Valery Carpentier Director/Consultant, Polyfonique

7 0 0.0
It's a sad day when redundancies become "standard practice"...

Posted:4 years ago


Andrew Animator

148 158 1.1
Agreed Valery

Posted:4 years ago


Stuart Pharoah Director and CoFounder, ShortRound Games

7 1 0.1
I think it has been standard practice for quite some time in North America... well at least that is how I experienced it (not that I was one of the unfortunates). A six monthly cleansing to keep the team at peak performance :)

Posted:4 years ago


Adam Meredith Programmers

1 0 0.0
I think the studio means it's "standard practice" in that they have to lay off staff that they don't have any work for. You hire a lot of people for a project, you complete the project, and then if there's no other projects for them to move on to, you have to let them go.

I agree it's shitty, though.

Posted:4 years ago


Terence Gage Freelance writer

1,289 126 0.1
Such a shame. I really didn't care for RAGE pre-release, but I picked it up cheap a few weeks ago and thought it was excellent; to the point where I'd be there day 1 for a sequel.

Bethesda probably should have learned from the commercial failure/disappointment of Enslaved, Vanquish and others that releasing a new IP in October/November is akin to commercial suicide.

Posted:4 years ago

I think Bethesda were really really confident that they had a good IP to wow the audience (until one zooms out and views the whole forest of killer exciting games being released, it was especially so a mass suicide - imagine if they released in May 2011....

Posted:4 years ago


Andrew Animator

148 158 1.1
@Adam, if a company is in the habbit of rapidly scaling their team for development and then shrinking once that game is complete, they should be hiring on a contract basis with a core team of permanent staff. This way there are no redundencies, there are only contracts which aren't renewed, working this way means the staff always fully understand the situation in the company. If the game is successful the company (and employee) always have the option of rolling the contract onwards.

Posted:4 years ago


Mihai Cozma Indie Games Developer

124 34 0.3
Maybe by standard practice they meant they evaluate people's skills and lay off some so they can hire better on those positions?

Posted:4 years ago


Andrew Animator

148 158 1.1
When dealing with redundencies whatever the real situation is, the use of the words "standard practice" is a poor choice.

Posted:4 years ago


Tim Hesse Product Development Executive

22 0 0.0
Standard practice...when the last release failed to deliver...nothing to see here.

Posted:4 years ago


Tobias Burandt

19 12 0.6
Also the words "standard practice" in combination with the phrase "employees were let go" are dangerously close to the assumption of using methods to lay off staff that avoid the labour law. I really hope that their human resources department is better than their public relations department.

Posted:4 years ago


Paul Trowe President & CEO, Replay Games

22 2 0.1
Translation = their game didn't do as well as expected and thus we're slashing their budget. #notmyfirstrodeo

Posted:4 years ago


Greg Wilcox Creator, Destroy All Fanboys!

2,610 1,686 0.6
This is really too bad, as RAGE was great for what it was (but I wish it was more open world than it turned out to be). I'd imagine if the game had done better at retail, we'd see some of those "redundancies" still employed and making new content for the game.

Posted:4 years ago


Mihai Cozma Indie Games Developer

124 34 0.3
id's tech is amazing, however they kind of stopped improving in terms of game design. I think it all started with Doom 3, which was hyped but then from a gameplay perspective it failed to fulfill expectations. Then came Quake 4 which was not even made by them, also a poor product. Rage is better than the previous two, but then not as good as other modern games of the same genre.

Posted:4 years ago


Login or register to post

Take part in the GamesIndustry community

Register now