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Video Game Industry Layoffs Are Worse Than Ever. How Did We Get Here?

Several factors have come together to make this an incredibly tumultuous time for video game developers, and could have lasting effects on the industry.

On February 27, Sony announced it would lay off 900 people across its worldwide games business, affecting several games studios. Among them were Naughty Dog and Insomniac Games, both of which had just released big, noteworthy titles--Marvel's Spider-Man 2 launched in October to audience and critical acclaim, while The Last of Us Part II Remastered dropped in January with an updated version that included new content. The Sony layoffs constituted some 8% of the people working in its games division.

On February 28, Electronic Arts announced it would lay off 670 people--5% of its workforce. In a statement to staff, CEO Andrew Wilson said EA is "moving away from development of future licensed IP [intellectual property] that we do not believe will be successful in our changing industry." In EA's third-quarter earnings report released on January 30, Wilson was quoted as saying, "Our incredible teams delivered a strong Q3, entertaining hundreds of millions of people across our portfolio, driving deep engagement and record live services."

Sony and EA constitute only recent examples of an enormous, widespread convulsion of layoffs throughout the games industry that began in 2023. A startling number of developers and publishers have made major staff reductions, including Epic Games, the many studios owned by the Embracer Group and by Microsoft, Take-Two Interactive, Amazon, Bungie, CD Projekt Red, Ubisoft, Riot Games, and Unity. In just the first two months of 2024, the games industry saw at least 8,100 people laid off, according to a running tally of announcements kept by a developer at Riot Games.

So far, 2024 is shaping up to be even worse than 2023, which saw a record number of layoffs--although the exact figures are difficult to pin down. PC Gamer estimated that 11,250 people lost jobs in the games industry in 2023. It's perhaps easier to fathom the impact layoffs have had from another angle; in the Game Developers Conference's annual State of the Game Industry Survey, a third of the 3,000 respondents said they had been "impacted" by layoffs--whether they were among those who lost jobs, saw layoffs of colleagues, or worked at companies where layoffs took place. Half of respondents said they had some level of concern about future staff cuts: 14% said they were very concerned, 16% said they were somewhat concerned, and 26% said they were slightly concerned.

Marvel's Spider-Man 2 was a hit among critics and players when it released in October 2023. By January 2024, Sony had laid off 900 people from its gaming business, including staff from Spider-Man developer Insomniac Games.
Marvel's Spider-Man 2 was a hit among critics and players when it released in October 2023. By January 2024, Sony had laid off 900 people from its gaming business, including staff from Spider-Man developer Insomniac Games.

Layoffs certainly aren't unexpected in video games--at least, not when it comes to big games created by big studios for big publishers. Oftentimes, developers staff up to huge proportions when working on a major release, both with full-time staff and with contractors, and then retract after a game comes out and fewer staff are needed until the next project ramps up. And while this approach has made it difficult for people in the games industry to maintain stability in their careers, those staff reductions at least are unsurprising at this point.

However, the scope of the current situation is unprecedented, in both the number of people losing jobs and in the number of companies cutting staff.

For the people who play games, the situation is baffling because 2023 was a banner year for the industry with a huge number of acclaimed games seeing release. This would suggest, at least to players, that the games industry overall is doing well, and its success should be shared by the people who make its games. By and large, revenues continue to increase for the industry; games industry analysis company Newzoo estimated the market generated $184 billion in 2023, an increase of 0.6% over 2022. And apart from layoffs, many companies released seemingly healthy financial reports and made moves that didn't seem to telegraph trouble. Sony paid $3.6 billion to purchase Bungie in 2022; Microsoft's $70-billion acquisition of Activision Blizzard was finalized in 2023; and EA spent $325 million on stock buybacks in the third quarter of 2023, before its most recent layoffs, and $1.3 billion on buybacks over 12 months.

The recent heavy layoffs largely don't seem to come in service of keeping a company healthy, but are instead aimed at serving something else: the stock market.

"The same companies that are saying they're making record profits are also letting us know that they can't afford to keep us. Make this make sense."

The main measure of success in today's economy is not profitability but growth, and that is true in the games industry as well. Stock prices increase when companies report growth; rather than conveying a company in crisis, layoffs reliably correspond with a jump in stock price because firing people is seen not as a reduction in a company's ability to make money in the future, but as a reduction in overall costs. Tech industry commentator and EZPR CEO Ed Zitron refers to this as the "rot economy," a system that favors the appearance of growth over businesses being healthy and sustainable.

Gaming holding company Embracer, known for its ravenous acquisition of development studios over the last few years, is an illustrative example of the growth-obsessed, stock market-focused approach to business. Embracer's Q3 financial report plainly states the company's main goal is to appease the stock market. The report suggests Embracer may see more layoffs as it tries to sell some of the studios it acquired over the last few years. "Our overruling principle is to always maximize shareholder value in any given situation," the report reads.

"The way it's communicated from an operational standpoint from the organizational leaders of these companies is, they're saying it's an issue of needing to restructure and reorganize, it's an issue of finances," Autumn Mitchell, a quality assurance (QA) tester at ZeniMax and a union bargaining committee member of ZeniMax Workers United, told me. "I don't know, the same companies that are saying they're making record profits are also letting us know that they can't afford to keep us. Make this make sense."

"Reality Set In"

It's impossible to think about what's happening in the games industry today without the context of the COVID-19 pandemic. With so many people avoiding public places and events, the games industry saw an explosive increase in growth in 2020 and 2021. A 2022 report from PwC charts gaming's massive leaps: from $162.4 billion in revenue in 2019 to $196.9 billion in 2020 and $214.2 billion in 2021.

"In all entertainment, we saw just a mass spike in consumption, which required a lot of reaction as to, like, how are we going to maintain that, maintain services, grow?" Ben Kvalo, founder and CEO of publisher Midwest Games and former lead program manager of Netflix's games division, told me. "And then a lot of people just jumped at the opportunity, and obviously we saw the amount of investment that went into games during that period was massive. And each company was hiring at rates that were unprecedented as well."

The wild growth through the pandemic years caused an increase in venture capital money flowing into games. Venture capitalists typically make investments in companies in areas they see as having not necessarily sustained profitability, but a high potential for growth. That investment can be essential to a startup's ability to get off the ground in the first place or a company's continued existence, while the investors hope that risk will take off, allowing them to sell their stakes at high returns. The gaming industry's huge pandemic growth made it suddenly very interesting to investors looking for big wins.

"There was overstaffing during the pandemic on the expectation that the games industry growth during those years would continue forever, but reality set in and companies had to level set."

At the same time, low interest rates meant it was easy for investors to secure financing for those cash infusions, so money flowed relatively freely. Many companies used that capital and increased revenues from an influx of players to staff up and expand the scope of their projects or to add new games to their slates.

Eventually, though, with the release of COVID vaccines and the easing of various restrictions, gaming industry growth started to decline as people started playing less. Many games industry analysts and leaders have pointed to the effect of market changes due to COVID as being a major factor in the recent layoffs, although it is far from the only one.

Kvalo said part of what's been happening for the last year is the industry normalizing from that unprecedented period. Lisa Cosmas Hanson, president and CEO of analyst firm Niko Partners, echoed a similar sentiment.

"There was overstaffing during the pandemic on the expectation that the games industry growth during those years would continue forever, but reality set in and companies had to level set," Hanson said in an email.

Hanson also pointed to other factors that dovetailed with the reduction in growth and demand for games. One of those was a sudden increase in inflation, which hit a 40-year high midway through 2022. The Federal Reserve responded by increasing interest rates, which made it more expensive to borrow money. That drastically brought down investment in the games industry, since investors could get a guarantee of a high return off safer bets like Treasury bills.

In 2023, the games industry released several massively anticipated games, such as Bethesda Softworks' Starfield. Microsoft cut 1,900 employees, or 8% of its staff, from its Gaming division in January, after successfully acquiring Activision Blizzard.
In 2023, the games industry released several massively anticipated games, such as Bethesda Softworks' Starfield. Microsoft cut 1,900 employees, or 8% of its staff, from its Gaming division in January, after successfully acquiring Activision Blizzard.

Investment in the gaming industry plummeted. According to capital analysis firm Pitchbook, it fell from $14.6 billion in 2022 to just $4.1 billion in 2023. That was slightly higher than 2019's $3.8 billion, but a drastic difference from the highs of the pandemic, when investors had been enticed by increased revenues and the hype surrounding Web3 and metaverse technologies, the firm wrote in its report.

As Hanson mentioned, it seemed a lot of companies didn't expect the drop in revenue or investment money from the height of the pandemic, and instead operated as if that huge spike in growth would never end. The expectation that the games industry's growth would continue ballooning seems incredibly naive in hindsight, but was a fairly widespread belief at the time. Newzoo speculated in 2020 that the industry's global revenue would reach $217 billion by 2023, but the industry's 2023 revenue settled well below those marks, at $184 billion.

"The reality that we found post-[pandemic restrictions] is that, well, there was a lot of bad strategy during that period," Kvalo said. "There was a lot of reactionary behavior that wasn't long-term focused."

Falling short of growth projections established during the pandemic constitutes one part of the explanation for its current state. Developers and publishers had made major acquisitions and staffing increases on the expectation of continued growth, and they now had to reckon with the fallout--which, for many, meant layoffs, selling or shuttering studios, canceling games, and generally upending the lives of their staff.

Profitability Isn't Enough

Venture capitalist and analyst Matthew Ball wrote an expansive essay detailing his view of what is happening in the games industry. The piece runs some 16,000 words, covering the factors related to the pandemic, as well as a number of other elements affecting the industry.

One of the factors Ball points to is that gaming wasn't just impacted by a post-COVID bounce-back--revenues are down more than anyone expected.

"In the US, for example, gaming revenues are down 6.3% from 2021 (or $2.4 billion annually)," Ball told me in an email. "After inflation, the market has shrunk 15% (or roughly $9.6 billion). No one forecast this decline--and instead, many executives, companies, consultancies, banks, etc., expected considerable growth. The result is that [the] gaming industry is--quite literally--tens of billions smaller than expected. Meanwhile, costs have surged due to inflationary-adjustments, talent scarcity during the pandemic, competition with Big Tech, venture capital, and Chinese game studios, as well as much-needed reductions in crunch."

A major contributor to that drop in revenue is the fact that the same number of people are gaming for about the same amount of time they did in 2019. While other entertainment businesses have also seen a reduction in their business from the heights of the pandemic period, they're still ahead of where they were before the pandemic--but gaming is not, Ball said.

"The result is that [the] gaming industry is--quite literally--tens of billions smaller than expected."

"The revenue pullback is partly, but far from just, relating to COVID. In 2019, 73% of Americans played video games and they played for an average of 12.7 hours per week. By 2021, it was 76% and 16.5. By 2022, it was back down to 73% and 13 hours. Yet while most industries have experienced a COVID pullback, books are still up from 2020-2021, TV/Video is up, music is up, e-commerce is up. It’s gaming that is an outlier. We think of gaming as a super-high-growth industry, but it actually falls short of the average industry and country's rate of growth."

Overall, it's less that the gaming industry isn't profitable--it demonstrably still is--but that it isn't growing as much as companies, investors, and shareholders expected. As mentioned before, that puts pressure on those companies to seek more, however they may find it: gaining more players, extracting more money from existing players, or lowering costs through things like layoffs.

The industry is also at something of a crossroads. Hanson noted that a lot of companies have made bets they're still waiting on. A lot of investor interest during the early 2020s centered on bringing Web3 into gaming, for example. After the crash of cryptocurrency markets and NFTs in 2022, a lot of that interest has waned and those bets may never pay off. Companies are still waiting to see payoffs from cloud gaming, virtual reality, and augmented reality, as well, and new generative AI tech coming into games is still in its early phases.

In June 2023, developer CD Projekt Red laid off roughly 9% of its staff. Three months later in September, it released Phantom Liberty, a massive and celebrated expansion to its 2020 RPG Cyberpunk 2077.
In June 2023, developer CD Projekt Red laid off roughly 9% of its staff. Three months later in September, it released Phantom Liberty, a massive and celebrated expansion to its 2020 RPG Cyberpunk 2077.

And, as Ball put it, the games industry hasn't seen "substantial innovation" in business models, genres, or devices in years. Web3, VR, and cloud gaming "have yet to create more players, more playtime, or more spending," he said.

Kvalo took this idea a step further. The games industry is sort of between "eras," he said, and that's forcing companies to alter their strategies for the future.

"We think about the arcade era and then the console era, and then this digital era, where most things are consumed and bought digitally," he said. "We're also moving into this ultra-digital era of the cloud, that is going to be the next five to 15 years down the line, and I think a lot of companies are starting to prepare for and they're adjusting some strategies off of that, and rethinking about things during this time period as there's this large shift."

"Psychological Permission"

While the issues facing the games industry might explain why 2023 wasn't as strong a year as it appeared to be, they don't fully explain layoffs. After all, businesses have other ways of reducing costs and weathering tough periods than firing huge numbers of workers.

Cary Kwok, executive vice president and head of Gaming, Digital Entertainment, and Lifestyle Tech at public relations firm BerlinRosen, started working in PR for video games 20 years ago. She told me that, at that time, layoffs would have been seen as a corporate crisis. A communications professional like her would have been hired to help manage messaging, protect brand reputation, and avoid consumer backlash. Heavily cutting staff was viewed as a last resort with potentially dire consequences.

"Fast-forward to now, and I think there is some kind of normalization that's happening in our industry, unfortunately, where you're seeing in major companies, they're doing it," Kwok said. "And, you know, we're dealing with a very complex situation with the nature of our industry as well as the economics issues. When they're seeing every big player is doing it, you kind of feel like, 'Okay, well, if they're doing it, I probably should do it.' There's almost a herd mentality going on to a certain extent, and I think it kind of gives every company in the industry almost a psychological permission, if you will."

Many companies in the games industry already move through hiring-and-firing cycles with each new game made, Kwok said. Add some economic instability to that equation, and it can make the situation a lot worse.

"There's almost a herd mentality going on to a certain extent, and I think it kind of gives every company in the industry almost a psychological permission, if you will."

Kvalo also thought that part of the reason we're seeing so many layoffs is that, while some companies need to make cuts to respond to situations in which they're struggling, others can use the current situation for cover, avoiding backlash and sustained negative PR from their own cuts as more layoffs come down the line. It's tough to tell who is legitimately hurting and who's taking advantage of the moment, he said.

Some companies might be facing a quarterly earnings report that needs a boost when facing shareholders, Kwok said, and layoffs are a way of cutting costs to paint a rosier picture for them. And shareholder perception and pressure is a real issue, as well--seeing others cutting their costs can lead to investors pressing company leaders on why they're not making similar moves to stay competitive.

"I think there's something to be said about tech industries normalizing this type of behavior and normalizing, 'Oh yeah, let's just lay people off,' rather than exploring every possible alternative before you just uproot people's lives," Mitchell said. "And I think it's an ethical question, and I think that's part of the reason why we're seeing so many people ready to just get organized in their labor. It's one reason among many reasons."

To Mitchell, the current climate also represents an opportunity for companies to use layoffs for any number of goals, from reorganizing with minimal pushback, to moving out higher-cost employees in order to replace them with lower-cost ones, or pushing out employees who are resistant to return-to-office policies.

"As far as why we're seeing this stuff is concerned, I think any reason you can come up with is a reason why companies are laying people off," she said.

Consequences of Games-as-a-Service

The games industry has always been driven by hits, but with the rise of the games-as-a-service model, the biggest hits can stick around for much longer. That has created a situation where measuring the growth or revenue of the whole industry can tell a partial story, because a large amount of that money goes to only a few games. That's another element of what's affecting the games industry now, Ball told me.

"Alongside [the other factors] is an ever-increasing struggle for new games to break out," Ball said in an email. "There are incredible financial successes--Helldivers 2, Palworld--but the list of unsuccessful, canceled, and bombs is frighteningly long. This had led many publishers to reassess their development pipelines and incubation projects, often canceling games outright or significantly reducing their budgets. This leads to talented developers without a budget to work against, and at a time where other titles at their parent company are being pared back too. Underpinning this challenge is the fact that the largest games--Fortnite, Roblox, Call of Duty, [Grand Theft Auto V], PUBG, FIFA--continue to grow and strengthen, leaving little space for others."

Though Epic Games released three new modes for its monster hit Fortnite in early 2024, it laid off 16% of its staff, or around 830 people, in September 2023.
Though Epic Games released three new modes for its monster hit Fortnite in early 2024, it laid off 16% of its staff, or around 830 people, in September 2023.

In his essay, Ball called this effect an "ossification" of the industry: a tendency for it to harden around the biggest, most entrenched games. Those games put consumers into walled gardens owned by certain companies, and the more time and money they spend there, the tougher it is for them to leave and play something new. Every dollar you spend in Fortnite, for instance, is a dollar that's not going to another game in the industry--but it's also a dollar that pressures you to keep playing Fortnite. The game also gains from your presence, because if you're invested in Fortnite, it's more likely your friends will join you, get invested, and build reasons to keep playing. That enhances the player community within the game, drawing in more people who are likely to get invested and stick around, too.

Ball pointed to the mobile shooter genre as an example, where 70% of revenue goes to the top three games, and games that have been around for two years or more take up 94% of revenue. Clearly, new games are struggling to break through the domination of older, more entrenched titles.

And with venture capital investing diminishing, smaller studios are finding it even tougher to get the money they need to make games and stay independent.

"...it's harder for the smaller studios and the indie studios to survive, so they have two choices: Try to make it happen or get bought."

"Part of the reason why we're seeing a lot of [mergers and acquisitions] in the gaming industry, too, is that the bigger you get, you kind of continue to get bigger and bigger," Kwok said. "When the industry becomes more dominated by key players, it's harder for the smaller studios and the indie studios to survive, so they have two choices: Try to make it happen or get bought."a

The same period that saw a huge amount of additional investment in the games industry also saw a huge amount of consolidation. Kvalo said he thought that consolidation was also a big factor in the current state of the industry. About $3.5 billion was spent on mergers and acquisitions in games in 2019, he said, while that number had exploded to $122 billion in 2022. Apart from changing the overall landscape of the industry, one company purchasing another almost always leads to staff cuts as new leadership eliminates redundant positions and makes other changes.

Short-Term "Fixes," Long-Term Damage

Layoffs might help companies accomplish their goals or spruce up their books for quarterly reports, but they won't help the industry in the long term, Ball said. Layoffs won't address the reduction in growth or change what it costs to make games, and having fewer people on a studio's staff won't help make more games to sell to players.

"There is some hope that revenue challenges will force publishers to really address cost growth, which has outstripped revenue growth for years in PC/console games and is partly separate from developer compensation, but rising costs and declining margins are also a natural outcome of low-to-no-growth categories as each participant works to gain share or attention," Ball told me. "We need more players, playtime, and spending. Layoffs and fewer new games are unlikely to achieve this."

Still, Ball reiterated the way he ended his essay, that he's optimistic about the games industry long-term.

"All of the long-term trends are in gaming's favor," Ball said. "But most industries experience periodic hiccups and sometimes they can last a while. I don't say that to make light of the situation--there is an utterly awful number of lives and families affected by this downturn, and some talented developers will forever exit the industry as a result, and some great games will never be finished--but the industry's current ails will eventually pass."

While the layoffs might not always create consequences for companies in terms of bad PR or a fall in stock prices, they are hurting the industry as well as the people who are forced out of their jobs. Tougher-to-quantify effects, like decreased morale among those who keep their jobs when others lose them, or in gaming communities, are nonetheless likely changing the future of the industry in the short and long terms.

Destiny 2 developer Bungie cut 8% of its staff in October, including employees with ties to the Destiny community and who had been with the company for years. After its acquisition of the studio in 2022, Sony might be demanding higher margins from Bungie and other studios, leading to Bungie making cuts to ensure that in the short-term, but that may have also ensured Destiny 2's longer-term prospects have a much lower ceiling than it otherwise might.

Bungie laid off 8% of its staff, around 100 people, in October 2023, following its acquisition by Sony in 2022. The cuts reportedly have adversely affected morale at the company, while many in the Destiny 2 community have said those cuts also impacted player morale.
Bungie laid off 8% of its staff, around 100 people, in October 2023, following its acquisition by Sony in 2022. The cuts reportedly have adversely affected morale at the company, while many in the Destiny 2 community have said those cuts also impacted player morale.

Some Destiny players reported on forums such as Reddit that they were canceling their preorders for Destiny 2's next expansion, The Final Shape, following the layoffs. Well-known content creators in the space commented on the devastating effect the layoffs had on the community's morale, and on Steam, Destiny 2 player counts in November were the lowest they had been in the game's six-year history. While it is difficult to point only to the layoffs as a cause--Destiny 2 historically loses players during slower periods between expansions, had lost players because of critical and consumer panning of the game's previous expansion, and was up against a remarkably impressive release schedule of other games vying for attention--it's difficult to deny that the layoffs had at least some negative effect on Destiny 2's group of committed, long-time fans.

Many who were fired throughout the industry have years of experience at their studios, meaning those companies aren't just dropping storied developers, but sacrificing institutional knowledge, as well. Kwok said that with upwards of 16,000 games industry workers losing their jobs in 2023 and the first two months of 2024, it's very likely the industry is losing a lot of that talent. There simply aren't that many jobs waiting for people to fill them, which means some workers will have to look outside the industry and might never return.

She said she thinks industry leaders recognize that mass layoffs can't be a long-term solution, but they're contending with more immediate problems.

"I think every decision-maker knows what they're trying to do here is to fix the immediate problem that is in front of them for each company," Kwok said. "But I do believe that all these decision-makers in our industry also know that cutting people as the first response to economic problems, or just overall financial issues that we're dealing with, cannot be a long-term strategy because in order for the industry to continue to thrive, which will benefit all kinds of companies, we have to really invest in the people."

And of course, the greatest toll is on those losing their jobs, and it may not be easy for many to recover. Mitchell said that the job market in games and tech has changed significantly even in the last five years, often making it very difficult to find a job after losing one. She said she has spoken with people who are still looking nine months after being cut from their previous positions. Some games workers are taking jobs in the service or retail industries because of the difficulties in finding something new in their field.

"A lot of tech workers, game workers, are told or taught--actually conditioned, I would say--that, 'Hey, if you're a programmer, engineer, whatever, you're very independent. You can go anywhere, you can do anything,'" she said. "More and more I think people are learning that it's not that easy."

In January, Microsoft laid off around 9% of its gaming unit--around 1,900 employees. Mitchell wrote in a piece for Polygon that she believed the fact that ZeniMax QA workers had unionized contributed to the fact that none of them were affected through two rounds of layoffs.

"...we're risking everything when there are some things we don't have to risk as much."

The games industry saw an unprecedented rise in unionization during the toughest years of the COVID pandemic. The layoffs of 2023 and 2024 may well contribute further to that trend: 57% of respondents to GDC's State of the Game Industry survey said they thought the industry should unionize, with 5% of respondents already part of a union.

Kvalo said that while there's a temptation to look for simple answers as to how the industry got here, he thinks the more important thing is for the industry to think about what it can learn to avoid a similar situation in the future.

"One of the challenges I see is just that people want to make [the layoff situation] simple," he said. "They want to point and say 'evil company,' or they want to point and say 'COVID,' or they want to point and say a lot of things, but the reality is it's a lot of factors and it has led to a negative space. But what it should be doing for us is leading toward, well, how do we not get in this place again? How do we think about things differently? How do we think about things more sustainably? How do we move from an industry that's considered hit-driven to an industry that can be sustainable when we're operating at the right cost levels per game and we don't just overly invest and overly risk? No matter what, we're in a creative space, it's a risky space, but we're risking everything when there are some things we don't have to risk as much. And so I think sustainability is going to be a major conversation coming out of this."

The all-important infinite growth valued by investors isn't achievable by everyone, setting up the industry to reevaluate how large swaths of it can continue to operate without being beholden to demand for an arrow that always points up and to the right. As Kvalo put it, "How do we not just be a hit-driven business and actually get to a place where we can have sustainability where sustainability should be?"


philhornshaw

Phil Hornshaw

Phil Hornshaw is a former senior writer at GameSpot and worked as a journalist for newspapers and websites for more than a decade, covering video games, technology, and entertainment for nearly that long. A freelancer before he joined the GameSpot team as an editor out of Los Angeles, his work appeared at Playboy, IGN, Kotaku, Complex, Polygon, TheWrap, Digital Trends, The Escapist, GameFront, and The Huffington Post. Outside the realm of games, he's the co-author of So You Created a Wormhole: The Time Traveler's Guide to Time Travel and The Space Hero's Guide to Glory. If he's not writing about video games, he's probably doing a deep dive into game lore.

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Plurmp

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"How did we get here?"

You might want to look into the SBI debacle. Gamers are sick of being preached to by people who actively hate them.

Then again, GameSpot is a SBI client, so they probably won't say anything about SBI's targeted harassment campaign against a Brazilian dude where they tried to get his Steam account banned for the crime of making a list of SBI-involved games.

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esqueejy

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@plurmp: Nope. Not the cause. Not even remotely. Gamergater tantrums are a dime a dozen and the only thing they achieve is damage to the gaming community and everyone who's not a dickhole understanding all the more that all the gamergater types are 100% thoroughbred dickholes.

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@esqueejy: I don't even know what Gamer Gate is. Every time somebody brings it up and I look into it, I get bored immediately and move on. I don't know why you're talking about people throwing a tantrum when you're the one hurling insults and attacking strawmen. The only thing that the SBI Detected group is interested in is good games. Many games that SBI was involved (most recently Suicide Squad, Forspoken and Saints Row) were absolute disasters. Gamers have a right to make informed decisions on their purchases. Not wanting to spend 70 dollars on broken and mediocre games is completely reasonable. Maybe you should work on your anger issues and let people freely choose how to use their own money.

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esqueejy

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@plurmp: No. It's interested in the cultural war the MAGAt KKKult is waging in a reactionary fit of pique in response to the demographic shifts that have made them a shrinking minority and which are erasing the dominance over governance and culture to which they believe they're entitled...turning democracy itself into an existential threat they want removed, particularly after the catalyzing events of November 4, 2008. We all know why. Nobody's fooled.

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@esqueejy: You're unhinged. This is a worldwide phenomenon. The SBI Detected group was founded by a Brazilian guy. I'm not American either. Gamers around the world are tired of bad games. This has nothing to do with American politics. Stop living in a bubble.

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Edited By esqueejy

@plurmp: The neofascist conservative project is a world-wide thing too. That I use shorthand on a comment board doesn't mean I don't thoroughly understand what's taking place.

Everyone is tired of bad games. Only a handful of angry twits are blaming it on "DEI" and other culture war baloney fed to them by the global right wing disinfo and cultural resentment propaganda machine to ultimately rile them towards violence.

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@esqueejy: Choosing to not buy a bad game isn't violence. Take your meds and stop shilling for greedy corporations.

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@plurmp: Reading comprehension problems, huh? "Towards." That means they're not already there yet. It means that I'm not calling it "violence" to engage in the culture war tantrums the gamergater and MAGAt KKKult types are constantly engaged in, frantically trying to save their waning power and influence on society from the demographic shifts taking it away. It also establishes that I'm differentiating between this particular behavior and the future behavior they're being riled "towards."

But yes, the angry white Christian freakout over their "Great Replacement" and the demographic shifts making them a shrinking minority and removing their dominance over governance and culture is headed towards inevitable violence. That is 100% the purpose of their authority figures and propaganda machines telling them every day, all day, that they face an existential crisis that ultimately requires them to react with self defense. There is no way to undo that downward spiral because anything that attempts to correct it is instantly repurposed within the bubble to be perceived as an attack that evidences the need for that self defense.

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jsprunk

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Despite making record revenues for the past year or so, layoffs are hitting the tech industry hard across the board. Those silly executives need to keep those bonuses up. The best way to do that is to force vacations, lay people off, and increase the work load on the "lucky" few who remain.

The videogame industry is not exempt from this.

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Sushiglutton

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And generative AI has not really had an impact yet....

Generative AI will go through the game industry like an angel of death.... 😔

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esqueejy

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Edited By esqueejy

@Sushiglutton: Yep...they will try to do it just like robots in the auto industry. Hopefully it runs right into the wall knows as creativity though. With automobiles, you're making a precise product according to a recipe that cannot be deviated from. AI isn't going to be able to reproduce actual human creativity. The first several games that come out attempting to overuse AI to generate the content are going to be whole-hog disasters and it will hopefully send a big message to the devs to cut the crap.

All that being said, everyone should still make sure they get their Old Glory Robot Insurance before the prices skyrocket as the robots gain AI.

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jsprunk

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@Sushiglutton: I couldn't agree more. I'll add that generative AI is going to go through every department of every industry that relies on even a modicum of human creativity or ingenuity.

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GreatQuantum

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We did this to ourselves we as humans deserve this.

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Dushness

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Edited By Dushness

@greatquantum: humans play games, that created jobs. go humans!

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ceelogreen94

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Edited By ceelogreen94

That's an easy question to answer AAA and AAAA games how we got here. I hate to say it, but it was also led by the industry leader Sony with Anti-Consumer practices. AAA and AAAA games only benefit the console makers and not the industry but when you a company that is the Leading Company in Gaming " Sony " for many decades. That is Hell Bent on being the only High-End Console in gaming and will just about do anything to make that happen, this is what you end up with. Gaming works best on consoles when the pool of games is shared across platforms. Yes, the consoles can have their based or flagship games but when you are buying 3rd party games rights so the competition cannot compete and these games don't sell or they or a huge flop, this is what you end up with.

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illegal_peanut

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Edited By illegal_peanut

@ceelogreen94: I lost brain cells reading this.

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brightamethyst

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The current AAA development style was never sustainable. This crash was always inevitable, and anyone who didn't see it coming was kidding themselves.

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santinegrete

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@brightamethyst: after seeing hte cost and the size of last God of War games, I ahve to agree.

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mrbojangles25

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Edited By mrbojangles25
@brightamethyst said:

The current AAA development style was never sustainable. This crash was always inevitable, and anyone who didn't see it coming was kidding themselves.

Yeah I'm looking forward to the inevitable retrospectives where we learn about how the companies were all manipulated and they all made out like bandits, paid no consequences for their actions, we make no regulations to prevent it in the future, likely bail out the larger publishers with our tax money, and repeat the whole cycle.

By "looking forward to" I mean, not looking forward to.

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jenovaschilld

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Great article, I thought this site had long since given up on long form articles.

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deactivated-676d0be3d3464

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It isn't rocket science, really. No need for a "venture capitalist" to analyze what most gamers can tell you for free. Companies such as EA (and Bioware), Ubisoft, Sony and Marvel Studios, and many others, focused on DEI before developing a good product, overpricing it, and hiding content behind paywalls. The result is an overwhelming amount of identity politics and poorly written crap (Horizon 2 comes to mind), and a few gems. Games (and companies) which did not, succeeded. Indie game developers have made wonderful games, even those with more explicit identitarian ideologies (focusing - or at least emphasizing race, gender, sexuality).

Look at Baldurs Gate 3. Hogwarts Legacy. Even Starfield (which bethesda very slickly left for modders to complete and fill in). Vastly different games, but which focused on delivering a complete adventure, no paywalls, no identity politics. You get what you pay for.

There you go.

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Willhouse4

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@rickxy007: You're assertion that DEI in games reduced industry-wide sales needs more evidence. Your singular example of Horizon 2 was actually successful by selling over 8 million copies. What's even crazier, is your example of good games have plenty of "DEI" in them. As such, there is no example of a game with excessive DEI failing and no example of games without DEI succeeding (although that's an easy fix). How can one conclude that DEI is the determining factor?

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esqueejy

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@willhouse4: It needs ANY evidence at all. It's nothing but racist claptrap and whiny Great Replacement twaddle completely divorced from reality.

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Utnayan

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@willhouse4:

1) Hiring of workforce personnel not skilled for the job but to meet a DEI metric.

2) Unionization (when leveraged) to protect them.

3) As a result of 1 and 2, these same people thinking having a job is an entitlement. No one is entitled to a job. You earn it. And to keep it, you perform. Cut and dry.

4) As a result of 1, 2 and 3 - the skilled workers take on more of the responsibility, workload, and hours which are not compensated in the form of more manpower.

5) Labor and Cost over-runs and budget blow outs, missing milestones, countless meetings not on development - but on messaging of what the final product's "message" is rather than is it fun to play. (To the point where the messaging has now taken over the development).

End result:

1a) Customers pay the price increase to match profit margins from all the above 1-5.

2a) Customers get to see the end result of 1-5, and that end result has been exponentially getting worse with games being developed in the US.

Ironic that we aren't seeing the same pattern from our Japanese friends isn't it? Latest being Final Fantasy Rebirth.

So, let me put this in perspective with real world commercials - and we all know what happened in these sequels - whether from messaging or limited talent pool - so let's not be obtuse.

The last of us: 37 Million copies sold. The last of us 2: 10 million - 72% decrease

Horizon Zero Dawn: 25 million copies sold. Horizon Zero Dawn 2 (Forbidden West): 10 Million - 60% decrease

Diablo 3: 30 Million as of 2015 (Most likely a lot more) - Diablo 4: Est. 9.5 Million: 68% decrease

I could write 20 more on the top of my head.

Inherently, the risk associated is held to an original IP. Never before have we seen such detrimental commercial failures from sequels of incredibly successful original IP's in the history of gaming. All at the EXACT same time within the time spawn of DEI being implemented everywhere and all this BS started.

Let's move to budgets:

The last of us: $54 Million. The last of us 2: $220 Million.

Horizon Zero Dawn: $47 Million. Horizon Forbidden West: $220 Million.

Diablo - Unknown.

Now let's look at how it is being corrected:

Over 18,000 layoffs happened in the last 14 months in this industry alone. DEI is being phased out from executive leadership positions across Tech. It's fairly easy to see. And it all starts with a labor market that doesn't have the talent to begin with.

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esqueejy

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Edited By esqueejy

@Utnayan:

"And to keep it, you perform. "

They do. In many many cases, these layoffs are happening despite massive profits and increases in profit margin. The oligarchy that has systematically bought up the development companies to consolidate power over the industry wants development employment to be forced into a "gig" paradigm in order to reduce costs by keeping everyone an independent contractor who receives no benefits and knows that their next meal depends on accepting a certain level of abuse.

And you misstate what and why there is cutting in DEI resource jobs. It's not that the DEI efforts have stopped in terms of recruiting diverse programmers/coders, development talent, sales reps, etc. Indeed and ZipRecruiter are chock full of those kinds of jobs. Google and Meta, for example, have been cutting jobs that are more superfluous, like resource centers specifically for particular groups....the QOL type stuff that is always first to go when there's a crunch in any industry. They're still actively looking to hire diverse people for the jobs that are actually producing and pushing product, and they tout that loudly.

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Willhouse4

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@Utnayan: You could write up those 20 extra examples and that would be stronger evidence that sequels do worse than the original not that DEI is causing a drop in quality. Consider whether any good games have come out from studios with DEI departments or DEI elements. I'd post examples, but I'm not entirely clear how you view DEI manifesting in games? Is the presence of LGBTQ characters or romance options? Is it racial inclusion?

The fact is there's a lot of factors that haven't be controlled for in this DEI argument and no statistical correlation has been presented. Observing one thing and observing another thing is not evidence that one thing caused the other even if someone writes a story about how it could have happened.

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Mosapi

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@Utnayan: DEI was never a problem as most game studios don't have units as that's why Bethesda was able to pretty much fire a person for being trans or the fact we keep getting these cases of harassment and people being overworked. Japan if I'm not mistaken made Forespoken not some Western studio in fact the same people that made Final Fantasy XV. DEI was never the problem as bad talent isn't always a DEI candidate just someone good at making a resume and in the interview as that happens a lot in every industry. The suits have been the problem in a majority of failures with good games, or ones that could have been good, not the workers being DEI. As they have control to make changes to the final product since they are funding it. Heck why was FF7 remaked and once it's done would have sold as 3 games for basically at least $200 years apart, is that not an exec move to overprice a game that has a following. Even more so is the 70 dollar price tag that is used on console on so many games that will at the same time release on PC for 60.

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mogan

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mogan  Moderator

@rickxy007: But there were loads of people mad about the gay characters in BG3, and the trans character in Hogwarts, and all the non-white characters in Starfield. People were complaining about identity politics in those games same as every with other game.

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deactivated-676d0be3d3464

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@mogan: indeed. Always radicals, left and right. But these games were great. Hence, made a huge success, in spite of the wails of the extreme minorities. The industry is catering to the extremes, and when it does, the result is usually a bad game. When the industry focuses on gameplay, narrative, character development, even when the identity politics gets dragged (or "found") by the fanatics, no one else cares, and most players buy and enjoy the game. Companies are to be blamed. The ones demanding quotas and certain things to be developed. Sequels, prequels, spin-offs. :)

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mogan

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Edited By mogan  Moderator

@rickxy007: My point is kinda that every game is being accused of "focusing on identity politics" by radicals, even the good games. Which suggests that bad games aren't necessarily bad because of "identity politics", but for much more traditional reasons. And that radicals just want to complain.

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Rolento25

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Edited By Rolento25

@mogan: "radicals" Get off CNN, Mogan, and hand in your Moderator title.

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mogan

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@rolento25: It’s what the other user said, I’m trying to relate.

I can’t remember the last time I watched CNN.

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twelveoucer

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@rickxy007: lol... your comment makes no sense.
not even a little.
and by the way, I'm a rocket scientist!

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Rolento25

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@twelveoucer: I didn't know it was make believe day yesterday.

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deactivated-676d0be3d3464

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@twelveoucer: why not? The industry was exploding before covid. Check numbers. Check data. Don't give your impressions or your feelings. Look the past 20 years (statista may help). The industry was going steady up, all brackets of society. Young, teenage, young adult, adult. All groups. All countries. Then identity politics becomes the driving force in all cultural productions, at around 2018 -- full force during covid. What happened? George Floyd, if you do not remember. Then more and more identity politics. Everywhere. News. Media. Tv. Cinema. And.... Videogames. Hollywood is denying it, and now so are the videogame producers. Look at hollywood. Bomb after bomb. Marvel, disney. Yeah, I wouldn't want to fly in a rocket developed by you :)

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YukoAsho

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@twelveoucer: Bigots will try to make everything the fault of diversity.

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Rolento25

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@YukoAsho: Bigot is a compliment now a days.

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Utnayan

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@YukoAsho: DEI is inherently racist. It * should * be - we do not care what you are, who you are, what you believe - do you have the talent to perform the job? Do you have the skill set? And I can assure you more often than not DEI overlooks that skill set (Regardless of who they are) and moves right into hiring a demographic to meet metrics of DEI. Martin Luther King Jr is rolling over in his grave at what this has become.

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jsprunk

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Edited By jsprunk

@YukoAsho: Oh those crazy bigots and their ability to substantively disagree with you.

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Plurmp

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@jsprunk: Bigotry is when you don't spend 70 bucks on a mediocre game. /s

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Utnayan

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@plurmp: That is pretty much what it has boiled down too :P

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