Überblick

How do you put a price tag on a legacy like id Software's?

How do you put a price tag on a legacy like id Software's?

In 1984, an upstart retail company called Costco had just opened its first handful of voluminous warehouse stores on the west coast of the United States when it decided to try an experiment. It installed a hot dog cart in front of its San Diego store and started selling Hebrew Nationals with a drink for $1.50. People, it turned out, liked the hot dogs. The cart became Cafe 150, named for the combo price. chickenroadslot.pro

The Hotdogcubus enemy from Doom Eternal

(Image credit: id Software, Colin Geller)

The company sold 245 million of them last year. When the CEO of the company in the 2010s complained to founder Jim Sinegal "we can't sell this hot dog for a buck fifty. We are losing our rear ends," Sinegal, likely then in his 70s, famously shot back: "If you raise the effing hot dog, I will kill you. Figure it out." A Costco hot dog and a 20 oz soda still costs $1.50.

In 1992, just a year-and-a-half after releasing a cutesy 2D platformer called Commander Keen, a tiny squad of game developers barely out of their teens started a studio called id Software and pioneered the first-person shooter. Then they followed it with Doom, maybe the most important computer game of all time. It was installed on more PCs than Windows. That tiny squad hired more people and then made Quake, maybe the most important 3D computer game of all time.

(Image credit: id Software / John Romero)

Decades later, a new generation of people at id dedicated to that legacy defied expectations to make another shooter so good it could proudly stand beside the ones that defined videogames. Then they made an even better one.

On Monday, Microsoft, which owns Xbox, which owns Bethesda, which owns id, laid off 136 developers from the Texas studio, which 12-year art veteran Derek Best described as "nuking a team into the dirt." Neither id Software or Doom were mentioned in CEO Asha Sharma's "Resetting Xbox" announcement. But the studio's new game, released one day after much of the talent behind it were laid off, currently occupies the top banner on Xbox.com.

What does it say about a company when it doesn't understand—or at any real level seem to care about—something it has become the steward of?

Doom, as a series of videogames, has generated hundreds of millions of dollars. But Doom is not just the money it's generated. It's the literally countless mods, maps, and entire games built on its bones; incredible ones are still coming out right now. Doom is the countless people making games today who cut their teeth mapping or had their neural pathways permanently altered the first time they picked up the Super Shotgun. The original game's labyrinthine levels and pulsing music and gory kills were revelatory enough, yet it's literally impossible to overstate its impact on the history of videogames from that moment forward. John Carmack programmed in the network code that enabled multiplayer in one month, in November 1993, and the game came out 10 days later. John Romero called the multiplayer deathmatch, and we're still calling it that today.

(Image credit: id Software)

id Tech, the studio's ever-evolving engine, is not just a modern marvel that runs like a greased-up bat hurtling out of hell at a time when its competition is leaning on AI upscalers to crack 30 frames per second. It is the origin of yet more careers, thanks to its history of open source releases; one of the best indie games of 2025 uses it. It is a creation that any executive with any amount of vision would see as both a point of pride and an invaluable asset. You bought your way to the inner chamber, the very beating heart, of videogame software. Is that not a thing to revere?

Ahhh, but how much money does id Tech make? How much is it really worth? Xbox, its leadership says, is "not healthy," and as a result hard choices have to be made. That's just sensible business, not a short-sighted attempt to maximize shareholder value this quarter by kneecapping an incredible asset.

How else could this have gone? Last year Costco took home $275 billion in revenue (just $6 billion shy of Microsoft), and its former CEO—the one whose life was threatened over the sanctity of the hot dog—bluntly said "we have never been a company that puts the shareholders on top." A few months ago his successor housed a hot dog in a viral Instagram video before declaring: "The hot dog price will not change as long as I'm around."

He also said, through a mouthful of meat, that it's a good hot dog. And it is a good hot dog! But that's not why people love it.

People love the Costco hot dog because it's a symbol for the whole operation: that you're paying the membership dues because the deals are worth it. That they're going to give you a good value for every goddamn cent you give them. It stopped mattering years ago if the hot dogs themselves made money or not.

Costco's founder Jim Sinegal, who declared the buck fifty frank more valuable than a human life? The hot dog cart wasn't even his thing back in 1984. The idea started at a competing warehouse chain, Price Club, which merged with Costco in the '90s. But Sinegal knew what he had and expanded Cafe 150 into the food court, now one of Costco's biggest draws. That's how you treat a legacy.

Wallpaper Engine wallpapers

(Image credit: Bethesda)

The people at id Software—or the people who were at id Software as of four days ago—knew how to treat a legacy. They got it so deeply that it was evident from the very first moments of Doom 2016, as PC Gamer's James Davenport wrote in the very first paragraph of his review 10 years ago:

Doom 2016 helmet

Doom (2016) review

"In the next room, the Doom Suit rests, surrounded by a jumble of candles and demonic insignia signposting in capital letters: This thing here? It's important. I feel the same reverence. I climb inside. From there, it's a rude journey to shut hell the hell up."

This thing here? It's important.

How does the company that's for decades been synonymous with the PC—much as we now wish it weren't—end up with its hands on the game studio that's synonymous with the PC, and not see it as a priceless asset?

"Xbox has many of the most beloved franchises in entertainment history," Xbox CEO Asha Sharma wrote on Monday. id wasn't mentioned. What does it say about the people in charge that they paid to get their hands on that kind of legacy, and then gave it less respect than a $1.50 hot dog?

Frankrike förlänger en otrolig VM-utslagssvit med mål av Mbappé och Dembélé

Frankrike är det första laget att kvalificera sig till VM 2026, efter att ha dominerat en match mot Marocko som avgjordes på sex minuter i andra halvlek av Frankrikes bästa målskyttar: Kylian Mbappé (åttonde målet i VM, trots missad straff) och Ousmane Dembélé (femte målet i turneringen).

Detta är nu Frankrikes tredje semifinal i rad, efter att ha vunnit 2018 och förlorat finalen 2022, och de nådde även kvartsfinal 2014. Sedan den där 1-0-segern mot Tyskland 2014 har de varit obesegrade i varje VM-utslagsmatch (med tanke på att 2022 slutade 3-3 och avgjordes på straffar).

En otrolig svit, som inte matchades i andra tävlingar (de förlorade med 5-4 mot Spanien i semifinalen i Nations League 2024/25), och 2-1 mot Spanien i semifinalen i EM 2024. Kommer Frankrike att ta sig till finalen? Spanien eller Belgien väntar på semifinalen tisdagen den 14 juli.

Id Software hatte Pläne für ein neues Perfect Dark

Eines der Microsoft-Studios, das diese Woche besonders stark von den Entlassungen betroffen ist, ist Id Software. Bis zu einem Viertel aller Mitarbeiter sollen entlassen worden sein, und viele befürchten inzwischen, dass dies das Ende der Id Tech-Spiele-Engine und ihrer klassischen Spieleserie wie Doom markiert.

Jetzt, da Menschen das Unternehmen verlassen haben, tauchen Geschichten darüber auf, was tatsächlich hinter den Kulissen des renommierten Riesen vor sich ging, was offenbar auch ein neues Perfect Dark beinhaltete, nachdem der Titel von The Initiative vor einem Jahr eingestellt wurde. In einem Bericht von GamesBeat können wir lesen:

"Das Team überlegte außerdem, ein Spiel basierend auf Perfect Dark zu machen, der Reihe, die seit Perfect Dark Zero im Jahr 2005 auf der Xbox 360-Spielkonsole keine neue Ergänzung mehr hatte. Das Studio bekam eines Tages Wind von der Idee, als jemand eine Präsentation in einem Glasbüro hielt.

The Initiative, ein Xbox-Studio in Santa Monica, kämpfte bis zu sieben Jahre lang damit, ein Perfect Dark Spiel zu machen, bevor The Initiative im Juli 2025 geschlossen wurde. Offensichtlich war das Perfect Dark -Spiel verfügbar, da id Software die IP anderer Microsoft-Firmen abhaken konnte, wenn diese nicht von anderen bearbeitet wurden. Konzeptkunst war in Arbeit."


Leider werden wir nie erfahren, wie ein Perfect Dark -Spiel, das von id Software entwickelt und mit der leistungsstarken id Tech 5-Engine gebaut wurde, ausgesehen hätte – aber lässt allein der Gedanke daran einem nicht das Wasser im Mund zusammenlaufen?

One of my favorite Warhammer 40,000 books is getting an unexpected sequel

Plenty of Warhammer 40,000 novels have been written from the perspective of humans and space marines, but it took a while before Games Workshop really got into publishing books from the perspective of 40K's many alien species. If you're into orks I recommend Ghazghkull Thraka: Prophet of the Waaagh, and for swashbuckling aeldari pirates there's Voidscarred, but the peak remains The Infinite and the Divine by Robert Rath.

It's the story of a long-term feud between two necrons, Orikan the Diviner and Trazyn the Infinite, immortal robots who were once flesh-and-blood and went a bit loopy in the uploading process. An argument over who owns a particular artifact becomes a heated rivalry (not in the sexy way, though now that you mention it…) that encompasses, as Games Workshop's own summary puts it, "clashing with Exodite armies, xenos uprisings, and a spell in Necron small claims court."

As the part about small claims court suggests, The Infinite and the Divine has a sense of humor. While it's not all comedy all the time, it's the 40K book that's closest in tone to The Hitchhiker's Guide to the Galaxy, with a perfect sense of the absurdity of these bitter old robots turning their petty grudge into the entire universe's problem.

While it was a self-contained story, I'm delighted to hear it's getting a sequel by the same author. As announced on Warhammer Community, Orikan and Trazyn will be back in The Wicked and the Warped, in which the two rivals have to work together to find out what happened to an expedition lost on a planet corrupted by Chaos. As Dawn of War showed, if you want to force an unlikely alliance in 40K, throw Chaos at some enemies and they'll have to work together. I look forward to Orikan and Trazyn bickering their way through a few hundred more pages while trying not to get eaten by daemons.

The Wicked and the Warped doesn't have a release date yet, but The Infinite and the Divine is being reprinted in hardback in the meantime. I've heard good things about the audiobook narrated by Richard Reed too.

Best Warhammer games: Fantasy epics
Best Warhammer 40K games: The complete ranking
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Best Warhammer 40K books: Grimdark novels

Ubisoft viert het succes van Black Flag door 51 ontwikkelaars te ontslaan

Gisteren ging Assassin's Creed: Black Flag Resynced eindelijk in première, wat natuurlijk op verschillende manieren werd gevierd door fans en de media. Ubisoft was vermoedelijk ook tevreden met zowel de positieve recensies als het hoge aantal pre-orders, en nu meldt Insider Gaming dat ze dit vieren door 51 mensen te ontslaan die aan de ontwikkeling van het spel bij Ubisoft Barcelona hebben gewerkt.

Een anonieme ontwikkelaar van de studio zei het volgende over de zaak:

"Deze ontslagen vallen samen met de bredere context van aanhoudende problemen op de werkvloer. Dit is geen geïsoleerd voorval; Het weerspiegelt een patroon van voortdurende mishandeling, verlies van talent, gedwongen vertrek als gevolg van de erosie van de rechten van arbeiders, en een steeds meer top-down managementcultuur waardoor werknemers weinig inspraak hebben in beslissingen die hun werk beïnvloeden."

Insider Gaming meldt ook dat andere medewerkers hebben gezegd dat het voelde alsof dit vooraf bepaald was en dat, ongeacht hoe het was gelopen, mensen zouden zijn ontslagen. Ongetwijfeld triest nieuws, vooral vlak voor de release van het spel natuurlijk, en we vermoeden dat dit misschien niet de beste motivatie is voor andere Ubisoft-ontwikkelaars om hun games af te maken.

Je kunt onze gedachten over Assassin's Creed: Black Flag Resynced lezen via deze link.

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