Bungie Devs Atmosphere 'Soul-Crushing' Amid Layoffs, Cuts, Fear of Sony Takeover
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Blizzard, Maxis, EA, Rockstar, Bungie, Lionhead, every name I can think of from the old days is now utterly disgraced or just dead.
Sierra is still going, kind of. It seems to have devolved into a handful of people with very little money. I actually applied to a job posting from them a couple years ago.
Seems the only source of half decent games that aren't actively exploiting people is just indie studios. Nothing against indie, but it's hard for a couple of people in their free time to compete with the kind of quality and innovation we used to get from the old guard.
I think it is very hard to consistently make good games and also earn money. A few months ago a smaller German gaming company closed (Mimimi). All their games were well received. But even so it was too difficult to continue with just making "good" games: https://www.rockpapershotgun.com/shadow-gambit-studio-mimimi...
Larian (Belgium), GGG (New Zealand), Remedy (Finland), CDPR (Poland) ... I'm spotting a trend here.
Meanwhile Blizzard (US), Maxis (US), EA (US), Rockstar (US), Bungie (US), Lionhead (formerly UK, now Microsoft (US)) ... there's got to be a pattern?
Let's not forget Access of Tex Murphy fame either :).
This is a rollercoaster of a list. Valve's $7.7bil versus a company who's only product is Path of Exile?
They probably make that much in revenue yearly, the number from 2019 has to be way out of date.
I believe op's point is that they're 1) not independent and 2) not making exploitive games. Exploitive monetization is a fairly subjective call but it seems pretty agreeable that being owned by Tencent certainly makes a studio not "indie".
It's not owned by TenCent.
CD Projekt has more employees than Bungie, and the current market cap is ~70% of what Bungie was bought for?
They also benefit from Polish salaries. I think at one point a couple years ago they were barely paying $300-700 a month to staff.
Earlier in my career I worked with a game director who had done "major arcade franchise which is now a console franchise". He had the same employer and similar co workers since the early 1990s and was coming up on retirement.
Nintendo is the obvious example but there are many others. Japan benefits from other jobs being less competitive work/life balance wise so games are if anything a sweet spot. Plus a focus on stability, which brings stability.
The methods are simple but involve defocusing shareholder returns. Hence how Nintendo has Miyamoto as an executive while Tod Howard is not an executive of Xbox.
And that’s accounting for the fact that one of their first games was Max Payne, which created a very difficult hill to top.
The "Wives of Rockstar" letter came out _13 years ago_; and from I understand, this was not a surprise within gamedev circles.
Labor situation being part of broader gaming coverage is a relatively newer phenomenon, but the miserable environments are not.
Given that I am super interested in the indie titles they are publishing right now I will still be cheering on for the new company!
I had to look at over 20 studios that built my favorite games in 1990-2010 to find those 3. And ID Software had the drama with Mick Gordon, for which I am quite angry at them, I hate Valve's focus on boxes in multiplayer games, and FromSoftware cares too little about hacks and in general don't provide a PC experience up to what I would expect considering the general quality of their games.
So yeah, I only know of indie or very new studios that are building pure, clean, fun games nowadays.
Paradox (the publisher) has had a couple of rough launches recently too. I was really looking forward to Cities: Skylines 2 except it launched with absolutely unplayable performance issues. Meanwhile, Star Trek: Infinite is little more than a half baked reskin of Stellaris.
Paradox is also one of the worst offenders when it comes to DLC. Actually buying the full version of any single Paradox game could cost upwards of a hundred dollars. That was fine when the base version of the game at release time was already good but recently that’s not consistently the case.
I imagine there are others that might pass a bar (seriously, a good exercise to stress the thinking is to argue Rockstar out rather than in). But what's interesting is they're all on a good arc at the moment.
CDPR have 'dug up' for the last few years and Cyberpunk 20077 is now not just a fine game, it's a great game. Their redemption arc will someday be a great documentary or movie. It would not have been hard to see them collapse as an entity, but credit to their grit.
Larian are arguably going to be this breakout AAA, and could imo be a Rockstar/Blizzard level company in terms of gamer attention and production. BG3 is as much a moment as a game. It feels a bit like Doom, or Half-Life, or GTA3, or Halo, or Skyrim. I suspect they have steadily and quietly built out the best game character primitive engine and production setup in the industry by some distance, in the sense the way to compete is year on year capex investment that might pay off in 5-10 years. You might compare Larian to early Pixar or ILM. Even if you were willing to stake, you don't have anything like the network of mo/vo cap talent they do.
Valve is the House of Gabe, it's difficult to quibble with the quality they've put into the new Steam Deck. Looks like a a fine device and worth getting. I get there are criticisms of Valve/Steam but every time I use steam I feel like it was built by gamers. I can't really explain it other than to say Valve has serious, brand authenticity—Your-most-respected-brand-here—for gamers. Sony could be all that but can't be all that because of a broken divisional model. Xbox might well get there. Nintendo are already there.
Were Remedy in cinema or the golden age of tv, we'd be talking auteur level work. It's easy to imagine Alan Wake crossing over in television, and possibly film.
Nintendo are their own category, doing their own thing.
FromSoftware have become like Larian are becoming, this other level company. Elden Ring and Armored Core 6 indicate a serious breadth in ability. They are the biggest surprise to me in the sense of being founded the earliest other than Capcom. I would have said 1990s until I checked for this thread.
Capcom it seems are on a tear, and are just steadily releasing solid game after game after game. They in particular, but all these shops in general, feel deeply understudied in terms of game software production. Especially given the attention on AAA development cycles and cost structures that's driving plenty of the shops mentioned into spirals around live service, e-sports, in game payment that seem more like black holes than flywheels.
It's easy to put the challenges driving these companies at feet of the great god greed. And while that might be a component, I suspect a lot of game studios, backers and publishers are struggling with fundamentals of development and production and delivery at scale. Don't just think about the cost basis of ~250 vo/mo cap actors on BG3 [1], think about what you need to to make that work across the engineers and designers and writers and the actors, and, and, and. That's just extremely difficult to emulate without serious conviction and commitment on the long term. Larian did it, and the question everyone else has to answer, do we have the stomach to follow to create games with a payoff quite reasonably not in this decade or a console generation out? Especially bearing in mind, it's way cheaper to build infrastructure out when it's not obvious the value exists. Followers have all the benefits of knowing the path to take with all the negatives that every step is now priced in at a premium.
Games are now the biggest entertainment medium by some distance, dwarfing film, music, radio and books. It's reasonable to want to bring in adult management at that scale (plus games like GTA5, Minecraft and Fortnite are bordering on being their own categories and not simply, games). How Bungie goes from Halo being an era defining game to Destiny 2 being a burning platform is just extraordinary. And it makes me wonder as an example if the guidance given by them to the team working on TLOU service game, which resulted in a reset, was the best cautionary or worst possible advisory.
We haven't really touched on mobile games. In this space, I feel like King, the K in the ABK acquired by Uncle Phil and Microsoft are highly understudied. Candy Crush is also kind of its own category. So many people get enjoyment from their games while the company seems to avoid the worst forms and excesses of whale/gacha capture that plagues mobile gaming.
---- [1] https://www.reddit.com/r/pcgaming/comments/1639t1n/baldurs_g...
To me this reads like corporate greed and nothing else.
Here's my take on the cycle Bungie is trapped in and how they got there:
They sold to Sony to get sizeable payouts on their owned shares and they over-inflated the value of the company whilst doing that. Sony is now asking where the money is. In response, the senior team at Bungie claim that the economy is hard and then passes on all the consequences of their actions onto the workforce. In doing so, they destroy the day-to-day working of the company because nobody actually wants to work there anymore and it just becomes a place where everyone is utterly despondent. The revenue continues to fall, and the senior team continue to respond to the falling revenue by passing more layoffs/discipline/cruelty onto their employees. Eventually there is a surplus of managers left at Bungie and nobody to actually do the work. They desperately try to plug these gaps with contractors and outsourced staff but the burden of training people to work within a 7 year old code base that is riddled with spaghetti and bugs just means that nobody can actually successfully build anything. Bungie as a company will not survive long enough to make Destiny 3.
It’s why if I can avoid it I won’t touch anything that considers it’s exit strategy more important than its product.
Good job Sony.
Unfortunately, since Sony is scaling back their live service ambitions, seems like maybe this wasn't the best move. Then again, this article makes the situation sound pretty dire, and it isn't like those things would be different had the acquisition not happened...
Pretty much only Mac users played the original.
I think it would have been better if they gave the game a different name. To me it feels a bit like a “betrayal” of the original game and with very little, if any, benefit.
[0] https://alephone.lhowon.org/ [1] https://www.moddb.com/mods/apotheosis-x
Cortana later repeats some of the lines from those emails in Halo 3, and Marathon references are all over the place in the first few games.
Bungie was in a league of their own back in the day with all the cryptic references and teasers and connections. At one point they released a timeline for the Marathon universe, and the point in time when Halo takes place is labeled with "Nothing important happened here."
Spoiler alert: the need to make infinite money means your Destiny plotlines and big questions will never, ever be resolved. You will never find out the origin of the Traveler.
Any hopes of this went out the door alongside Joseph Staten's departure.
https://blog.playstation.com/2023/05/24/bungie-unveils-marat...
* exploring established maps, looking for loot and/or scrap
* entering the map with items from previous runs
* permanent loss of most/all of those items on death.
It rewards surviving through multiple rounds and defeating people who have survived multiple rounds.It’s not my style of game due to the death mechanics; but it’s been growing with games like Tarkov, The Cycle and Hunt (though Hunt is less aggressively an extraction shooter)
The very same thing happened to Starsiege recently:
[1] - https://en.wikipedia.org/wiki/Shadowrun_(2007_video_game)
Outside of that the atmosphere/aesthetic is well done and the gameplay is great. The story is about as good as in Syndicate... In any case, definitely worth a playthrough or two. But it stings to think about how much better that game could have been with just 6 months more work. Of course that's what they were probably thinking 6 months before they finally decided to launch!
[1] - https://store.steampowered.com/app/268870/Satellite_Reign/
Halo is my favourite game of all time but I couldn't be less interested in Destiny or Marathon. It honestly sounds like work. People talk about Destiny like it's a job, a chore. It sounds horrible.
‘Underperforming’ rewarded differently than ‘performing’ shocks under-performers.
> leaders had reiterated, across multiple meetings, that they couldn’t guarantee there wouldn’t be more layoffs
Breath of fresh air, since most leadership just lies "that's the last cut forever" then lay off more people next quarter. I once quit a board when it decided to claim the first round was the last while planning 3 more rounds.
It does sound awful, being told this particular truth. But being told the truth, being treated like adults with self-agency, should maintain morale more than being fed lies.
Meanwhile, compare:
> mood within the studio has been “soul-crushing” ... reducing numerous morale events such as cooking and knitting classes from monthly to quarterly
... versus ...
> with Destiny 2 expansion The Final Shape delayed into the next fiscal year and Bungie still investing heavily on Marathon, many employees understand that Bungie is struggling to meet the necessary targets
This sounds like a disconnect between where payroll comes from and the production of value for game players.
If a company isn't keeping something worth paying for in the hands of players, there's no margin to keep the company in knitting classes.
The bottom line is a hard one, and in a large company, the message doesn't feel particularly "inclusive", but from childhood we learn it: "shape up, or ship out". When ability to deliver gets underwater relative to pay, something has to give -- something has to increase ratio of delivery to expense.
All that said ...
While most attention tends to go on how to cut the expense number, it tends to pay off better to figure out how to increase the delivery number (always remembering that's valued delivery, valued by the customer with money). "Management" can cut expenses, but teams have to raise delivery value-per-time which might need to include getting management (overhead) out of the way.
If teams can see and explain how this could work and deliver on it, let your "inside" board members know.
. . .
PS. This comment is incoherent, but presumably someone is unpacking it:
> "I’m angry. I’m upset. This isn’t what I came here to do,” one person said. “It feels like many higher ups aren’t listening to the data and are like, ‘We just need to win our fans back, they still like us.’ No. They don’t...We got rid of some of our most knowledgeable beloved folks who have been here for 20+ years. Everyday I walk in afraid that I or my friends are next. No one is safe."
The phrases "We just need to win our fans back, they still like us" and "higher ups aren't listening to the data" sound (if taken charitably) like the same goal.
Given enough fans with wallets, "What do fans want? Let's deliver that!" should be the best morale booster, with margin -- and bonuses -- to follow.