Culture What the current wave of layoffs means for the games industry - Analysts, recruiters and investors weigh in on the impact of mass redundancies, and the longer term prospects for the business of video games

Source: https://www.gamesindustry.biz/what-the-current-wave-of-layoffs-means-for-the-games-industry
Archive: https://web.archive.org/web/2023100...-wave-of-layoffs-means-for-the-games-industry

What the current wave of layoffs means for the games industry​

Analysts, recruiters and investors weigh in on the impact of mass redundancies, and the longer term prospects for the business of video games

Feature by James Batchelor Editor-in-chief
Published on Oct. 5, 2023

2023 continues to be a difficult year when it comes to layoffs.

In the past couple of weeks alone, companies including Ascendant Studios, Beamdog, Crystal Dynamics, Roblox, Blizzard, Epic Games, Team17, Naughty Dog, Twitch and Keywords have all dismissed varying numbers of staff, ranging from 10 Hearthstone developers to more than 800 Epic employees.

The reasons for these redundancies can vary. Crystal Dynamics and Beamdog, for example, were part of Embracer's ongoing restructure which also resulted in the closure of studios such as Volition. Meanwhile the Keywords layoffs reported today are a consequence of BioWare ending its contract with the services firm. But when job cuts make headlines so frequently in such a short space of time, it's easy to see there are wider issues at work.

GamesIndustry.biz reached out to a range of analysts, recruiters and investors, who all cite myriad factors that are a sign of the current economic climate: high interest rates, inflation, slowed growth, rising production costs, and increased competition (to name but a few). These challenges are not unique to gaming, as indicated by the widespread layoffs at major tech firms like Microsoft, Meta and Amazon.

"In gaming, the significance of 'efficiency' has risen dramatically over the last 18 months," Kantan Games CEO Serkan Toto tells us. "There is a much higher sense of urgency now to save costs and run slimmer organisations. The pressure is on for game industry CEOs to pull out the hammer and handle the biggest cost block of them all, namely staff. And this is what we have seen in 2023.

"All this happens under a sense of 'If we don't do it, our competitors will and then eliminate us on efficiency,' and people get fired left and right at the moment. There is also the phenomenon that often CEOs think 15% to 20% of their people are redundant anyway at any point in time."

Hiro Capital partner Spike Laurie believes you can trace the current wave(s) of layoffs to one in particular: Elon Musk cutting 50% of Twitter's workforce in November 2022.

"He had figured out from people's electronic passes that there were more people serving food in the cafeteria than actually there to eat it," he says. "This was the impetus other business leaders needed in order to start looking carefully at the size of their companies and start making judicious cuts. Why? We have come to the end of an economic cycle, fuelled by an addiction to cheap and readily available cash.

"A year later, we're seeing cuts in the games industry workforce and many good, talented people losing their jobs and financial security. This is made more painful for those affected by the high cost of basic goods like energy and food."

Widespread layoffs are made all the more galling by what IDG Consulting's SVP of consulting Emilie Avera describes as a "glaring disparity" between executive and non-executive compensation, particularly in publicly traded companies.

"While measures like contractor and employee layoffs effectively reduce overhead costs and momentarily boost the appearance of balance sheets, there's an evident lack of comparable reduction in total compensation packages for executives," she says.

She continues: "When it comes to executive compensation, the current imperative is a robust 'pay-for-performance' model, where executive boards strictly enforce benchmarks for the upper echelons of management. Their compensation should be tied to tangible outcomes and performance metrics, with compensation adjusted downwards if the set targets aren't met."

The pandemic inevitably factors into the current state of the market, too. Avera observes that the games industry expanded dramatically while stay-at-home measures were in place, but this was never going to last.

"As money started to dry out, firms were forced to reassess the ways funds were allocated, with layoffs emerging as an immediate solution to cut expenses," she explains. "The short-term vision of chasing aggressive growth, often at the expense of sustainable profitability was exacerbated by investors — lured by the promise of rapid returns, many pursued hasty acquisitions, often without sufficient diligence paired with poor budget management. This frantic approach, driven partly by a 'fear of missing out,' had the unintended effect of bruising the industry they had aimed to prop up."

Avera compares this to the entertainment sector, where streaming platforms prioritised audience expansion over profitability. Just as the streaming space is now recalibrating by increasing prices to "mend their unsustainable model," the games industry is going through "a comparable reckoning."

Liz Prince, head of recruitment specialist Amiqus, says that from a hiring perspective, the current situation is more of a recalibration than a deep-seated industry issue that warrants serious concern.

"Firstly, I'd like to express my compassion for all those affected by the recent layoffs and studio closures," she says. "These times are undoubtedly challenging, and it's deeply unsettling to see talented individuals in our industry facing job losses.

"Every sector undergoes cycles of expansion and retraction, and what we're seeing looks to be a post-COVID realignment. As we know, during the pandemic there was a huge surge in games and this sudden boom led to studios scaling up swiftly, making acquisitions, and perhaps some over-investment in certain areas. Now some studios need to readjust. But it's worth noting that while certain studios are facing challenges, there are many others that are expanding."

Ampere Analysis' head of games research Piers Harding-Rolls agrees: "This is nothing new, especially in tougher economic times, although the scale of big budget games development today means that when a project gets cancelled, this can lead to hundreds of layoffs and that means a broader impact than in the past.

"It wasn't long ago that a major talking point of the industry was talent shortage. Key positions within studios were going unfilled and competition between companies for talent was intense. For bigger companies, this was part of the strategic rationale behind many of the acquisitions that took place between 2019 and early 2022."

He adds that the M&A spree during the past few years was also fuelled by "lofty games company valuations" that peaked during the pandemic, and the availability of cheap debt. However, debt is now considerably more expensive and company valuations have fallen since Microsoft first announced its record-breaking proposed purchase of Activision Blizzard.

Laurie is also unsurprised by the recalibration and companies resorting to layoffs, noting that many have been housing "large, unprofitable teams."

"For a while, at peak hype, there were too many games being made by too many new teams, funded by cheap money and by the temporary boom in venture capital financing," he explains.

"Funds were pouring money into untested blockchain and metaverse studios, driving up wages but often not providing the studios enough runway to launch a game."

Avera adds another factor: consumers are buying fewer games and spending more time with select franchises, a trend likely to accelerate as the market continues to shift towards live service titles. Even single-player titles are demanding more of players' time, with Avera noting that some of the biggest recent hits, including Baldur's Gate 3 and Zelda: Tears of the Kingdom, take 50 or more hours simply to get through the main story.

"These lengthy games, combined with a labor/talent shortage among developers, engineers and designers, place immense pressure on an industry striving to capture as much mindshare as possible from a discerning gaming audience," she says.

Kim Parker-Adcock, owner of recruitment agency One Player Mission, adds that consumers' spending habits have broadened again in the wake of lockdowns: "People are spending what disposable income they have on going out, holidays abroad, events and so on. You will still get the die-hard gamers spending every spare dime on games but a lot less can afford a luxury item that might also require buying new hardware to play them i.e. latest consoles. Sony's recent exclusives are no longer being released on PS4, so you'll have to fork out £400+ for a PS5, too."

Midia Research co-founder and senior analyst Karol Severin adds: "The pace of growth for the games industry has peaked. The industry will keep growing in dollar terms, but it is mostly going to be driven by increasing population and better internet connectivity, rather than by strengthening fundamentals of the games business. While in-game spending will still grow, so will games subscriptions. And as cloud gaming subscriptions grow, there will be less of a need to buy high price point individual games.

"The games industry is about to see similar pressures as the music and video industries saw when streaming subscriptions truly took off. There will, of course, be many differences in how these dynamics will play out, but the fact that the value of an individual game in consumers' eyes will decline is inevitable. As such there will be a need for fewer games, therefore fewer developers and publishers."

Severin adds that the number of games released is growing significantly faster than global games revenue; for example, he says, Steam is tracking to have seen more than 13,500 games in 2023, compared to 12,500 last year.

There is also the added issue of companies whose business models aren't necessarily dependent on games (such as Netflix, Amazon and Apple) increasingly grabbing for more market share.

In terms of what the industry can do going forward, Avera has a series of suggestions. For example, she believes generative AI could be used to assist (but not replace) overburdened development teams and reduce total development time, and predicts that more companies will turn to outsourcers such as Keywords and Virtuos for services such as art, engineering, audio and more so their in-house teams can focus on their core strengths.

User-generated content could also be a way to trim development costs, although she acknowledges there are imperfections in this business model, citing the public scrutiny over Roblox and its revenue-sharing models. But ultimately, Avera believes the industry needs to address its expectations.

"Righting the ship will require gaming companies and investors to agree on and adhere to realistic KPIs," she says. "While positive sentiment around a game on social media platforms is heartening, it does not necessarily correlate with solid sales. Tangible metrics such as review scores, pre-sales, and proven track records of releasing games with minimal bugs should be appraised when making investment decisions."

She adds: "It's undeniable that some studios may experience further financial strain, and additional course corrections — including new layoffs — might be forthcoming. Yet these adjustments, however painful in the short term, are necessary steps toward ensuring a sustainable future for the gaming industry."

Severin adds that there is no silver bullet, since so many of the factors behind these layoffs are out of the industry's control: inflation, interest rates, and so on.

"The games industry was staffed and invested for overdrive success and is simply correcting to a more natural/profitable equilibrium now," he says. "Though much of the above sounds like doom and gloom, this industry isn't going anywhere – it will still be worth approximately $187 billion this year. For games companies thinking of future projects, carefully planning routes to profitability over user growth will become increasingly important. Also, we see increasingly more success in the future for games that focus on capturing and serving enthusiastic niches, rather than competing for mass audiences."

Toto warns that these layoffs are not about to ease off anytime soon, adding: "There are still studios in the market that seem to be overstaffed, looking at them from the outside. My guess is we will see further bad news through 2024."

Prince assures those affected by these and future layoffs that their skills and expertise are "still very much in demand," noting that there are still plenty of studios looking for talent. Similarly, Parker-Adcock notes that the downsizing of studios often leads to new ones opening doors.

"Whilst these [new] studios are still growing, it's [key] to make sure they don't overspend to ensure their survival and again only hiring for critical roles. I don't see much changing until the new year once the industry has seen what sales have been like for their Christmas releases."

Laurie concludes by observing that the future may "superficially look challenging" but the growth of the industry with Gen Z rising and games technologies being adopted by big tech firms like Meta and Apple means there is still cause for optimism.

"Now is the time for talented individuals to use the incredible suite of tools available to them to build fun and engaging experiences for people to enjoy," he says. "If this round of layoffs in the industry is the catalyst people need to build new games in a leaner, more efficient and creative way, we are all richer for it.

"We must remember how lucky we are to work in such a flourishing industry. When the macroeconomic climate improves, games will inevitably be at the forefront of driving new growth and jobs. Our skills will be deeply valuable in the new forward looking digital economy."
 
What is this idiot smoking? Subscription services are on a general downward trend for the same reason:

Their new product is shit and their back catalogs are not worth the expense.

AAA studios have no business putting out mediocre games. But that's what many of them are now doing.
Tangentially, both industries have similar problems that their cultures have produced, which is being too fucking safe.

Nobody cares about the newest rappers or music stars because the audience knows their backstory is completely falsified, they will never do anything patently offensive or controversial because they're too concerned with what the audience thinks (Audience Capture), and only see their career path as just a pathway.

Music Star who does more social media than music ----> desperately wants to be an "actor". Newly developed game IP backed with stockholder dosh ------> wants to be a franchise with an amazon prime series over being a compelling game series.

I still think of that greentext about RDR2 misrepresenting the time period they are in when it comes to stuff like this, devs shouldn't give a fuck about "who" the game is made for but themselves, the people who do flock to it will have more loyalty than the average gacha consumer. There are people like Christ Dillinger are dropping Faggot as a diss in their lyrics and still getting about a quarter of a million streams on spotify, that's well over enough as an estimate to have a profitable tour.

People posting the photos of Carmack and Romeo team are correct.
 
In gaming, much of the need for 'safety' and not taking risks has come from the progression of the scale of things. When you have fifteen nerds in a basement making Doom, you can afford to fuck up - If Doom didn't sell well, then it'd take convincing all of one singular investor to have plenty of funding to pursue your next project. Smaller teams means its also easier to both own a space, and get everyone on the same page - you only need to create a general architecture and core code loop that works for a handful of people, and you only need an art direction focus that works for 3-4 people, who can easily and readily confer and consult with each other directly, no managing AD required.

What this means in practice is its much easier to take risks and focus on a niche - You only need to appeal to an audience large enough to cover a relative pittance of salaries, and if you get it wrong you're likely only a human-conceivable amount of money away from balancing the books and keeping the show going. And with everyone working tightly together, by the second or third game your team puts out, you've gotten extremely good at knowing who in the team does what well, and had plenty of opportunities to take advantage of that knowledge. Your team would get good at building specific tools to suit their work and specialization, and those tools would save more time going forward - Even if you had to build a new map editor for new tech, you had experience in what makes a good map editor for your work based on difficulties of the last one. Everything you did would stack up to make it easier to succeed going forward.

And if you did tank out and burn irrevocably, then it was a close group of people who tried and failed, nobody is going to have too many hard feelings. Its not hard for a dozen people to find jobs in the software industry. You're probably still friends, and odds are if your struggling a bit they can help you out. Close knit teams specializing in something have always made the best things, across human history. Games are no different.

The problem has always been that rather than teams sticking to scales that suit their market niche, and focusing on excelling in that, teams and studios grew and grew and grew and started trying to do things that were not the things they are good at. Development teams rapidly ballooned from tens of people to hundreds of them, division of labor grew more and more aggressive and disparate spaces stopped talking as effectively, if at all. The new people coming on may not be interested in making the genre of games you were specialized in, and may start trying to push your games design towards what they really do like to make. And all this expansion required financing, so that occasional angel investor became huge investment firms, big public IPO's, and the pressure to deliver for them. You might have started by making RPG's, but these new Arena shooters are making big money, and you owe us a lot of money, so you might feel your only chance is to try and jump over to the money printer.

So your organization sits down to try and make a new kind of game. Most of the tools you used before probably just became useless - That design tool for dungeon loot to difficult encounters is pointless, you need to balance splash damage rocket launchers now. The cross team knowledge just became significantly diluted - As an artist, you now have very little chance of knowing that one of the programmers is actually a wizard with particle effects and can help you create that cool teleporter visual you want, and even if you did know, he's not actually on the team that's doing visuals, he's off with netcode that he's actually not all that good with. His new manager came from a CISCO background though, so he knows something about networking and its assumed that's enough to lead the 'expert' programmers.

Somehow your team crunches through, and makes it succeed. They make a decent arena shooter, and manage to break even. Prep work begins for the next project - Except now 3d action platformers are the rage, so throw out all that tooling and experience from making the arena shooter, its time to figure out a whole new design space. Your investors are expecting better than break even this time, and are providing additional funding to try and help you make it happen - After all, Dudebrosmash 2003, your new market competitor, had a 50 million dollar higher budget, so its assumed thats what the cost of success looks like. Better hire on more people, dilute the teams more, and deal with the turnover as the disgrunted, experienced RPG developers you started with decide to leave and make a new studio for RPG's (Where the cycle probably repeats).

And when this next new game flops, and the company goes under? Hundreds of people just lost their jobs, its a huge disaster, the industry struggles to absorb this influx of new labor. People get disenfranchised, disinterested. Companies counter this by assuming they're going to see lots of turnover, and focusing less on talent retention and more on project by project acquisition. Studios become a name slapped onto whatever team gets pulled together for a given project, merely soulless containers to milk a bit of marketing appeal as "the creators of X title". Issues with quality and output are attempted to be countered by greater and greater piles of manpower. Coordinating them because more and more difficult, which is initially ignored, then attempted to be addressed with longer and longer timelines. The whole thing keeps trying to commit itself further and further down a path that simply isn't working, rather than jumping off.

Studios are starting to approach literally thousands of people on a game, with 5-8 year total development cycles, requiring years of preproduction to try and get dozens of 'creative leads' all on the same page for a mere snowballs chance in hell of being aligned. Investors keep jumping from best appeal to best appeal and projects have stopped being what they were envisioned as, and instead are regularly mauled at the 60% line to be trooned out into some abomination of the next supposed cash cow.

The good news is that gaming isn't going to really see a 1980's style complete implosion - not for the consumer, anyway. The consumer is more or less saved by the indie space - its already fairly good, and living up to many of those "small focused teams" ideas, and delivering quality products on reasonable budgets, if by sheer volume of people trying and nothing else. A mass implosion of the AAA space will simply lead to a mass of indy formations, and a glut of hopefully quality indie titles as a result. The only place indies fall behind in is graphics, for photorealism at least. But modern tools are already closing the gap to where a single talented artist today with indie grade tools can do the work of literally a hundred average artists in 2010. With AI, the photorealism gap may be closed, and the exponential capabilities of a single talented creator will increase.

AAA meanwhile, is on a terminal trajectory. For lack of a better way to describe it, they don't know how to operate small anymore. Whether its middle managements self preservation instincts, or the general belief that a smaller project is simply not worth the potential profits (why spend 1m to get 10m when you could spend 100m to get 1b) is irrelevant, in so far as they won't change anytime soon. The failures have already started to exceed the successes. And the cost of failure is becoming too great for even the giants in the industry to stomach.

Unless AAA see's a massive correction, they're basically fucked. 1st Party AAA will probably last the longest just by virtue of being loss leaders for consoles sales, but the likes of Ubisoft don't have that luxury.
 
I'm hoping for a full crash and an "industry" being deflated back down to a fandom driven and centric existence. Make games uncool again!
This. So. Fucking. Much.

This I feel is the only way we can get back to being edgy bois shouting gamer words at each other and driving out all the thots infesting everything game related.
 
This. So. Fucking. Much.

This I feel is the only way we can get back to being edgy bois shouting gamer words at each other and driving out all the thots infesting everything game related.
Honestly getting called a "faggot" on Xbox live by a bunch of 12 years olds is probably BETTER for most people then completely banning it. Learn that words don't mean anything, that only sore loser speak like that, and learn to control your tempter when getting insulted.
 
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