Today I’m sharing changes we are making to our Bethesda and ZeniMax teams. These changes are grounded in prioritizing high-impact titles and further investing in Bethesda’s portfolio of blockbuster games and beloved worlds which you have nurtured over many decades.
To double down on these franchises and invest to build new ones requires us to look across the business to identify the opportunities that are best positioned for success. This reprioritization of titles and resources means a few teams will be realigned to others and that some of our colleagues will be leaving us.
Here are the changes going into effect:
Arkane Austin – This studio will close with some members of the team joining other studios to work on projects across Bethesda. Arkane Austin has a history of making impactful and innovative games and it is a pedigree that everyone should be proud of. Redfall’s previous update will be its last as we end all development on the game. The game and its servers will remain online for players to enjoy and we will provide make-good offers to players who purchased the Hero DLC.
Alpha Dog Studios – This studio will also close. We appreciate the team’s creativity in bringing Doom to new players. Mighty Doom will be sunset on August 7 and we will be turning off the ability for players to make any purchases in the game.
Tango Gameworks – Tango Gameworks will also close. We are thankful for their contributions to Bethesda and players around the world. Hi-Fi Rush will continue to be available to players on the platforms it is today.
Roundhouse Games – The team at Roundhouse Games will be joining ZeniMax Online Studios (ZOS). Roundhouse has played a key role in many of our recent game launches and bringing them into ZOS to work on The Elder Scrolls Online will mean we can do even more to grow the world that millions of players call home.
With this consolidation of our Bethesda studio teams, so that we can invest more deeply in our portfolio of games and new IP, a small number of roles across select Bethesda publishing and corporate teams will also be eliminated.
Those whose roles will be impacted will be notified today, and we ask that you please treat your departing colleagues with respect and compassion. We will provide our full support to those who are impacted in today’s notifications and through their transitions, including severance benefits informed by local laws.
These changes are not a reflection of the creativity and skill of the talented individuals at these teams or the risks they took to try new things. I acknowledge that these changes are also disruptive to the various support teams across ZeniMax and Bethesda that bring our games to market. We are making these tough decisions to create capacity to increase investment in other parts of our portfolio and focus on our priority games.
Bethesda remains one of the key pillars of Xbox with a strong portfolio of amazing games and thriving communities. As we look to the future, there is an impressive line-up of games on the horizon. In 2024 alone we have Starfield Shattered Space, Fallout 76 Skyline Valley, Indiana Jones and The Great Circle, and The Elder Scrolls Online’s Golden Road. As we align our plans and resources to best set ourselves up for success in this complex and changing industry, our teams across Arkane Lyon, Bethesda Game Studios, id Software, MachineGames, ZeniMax Online Studios and the Bethesda publishing and corporate teams will be well-positioned to build new IP, explore new game concepts, and expand on our existing franchises.
jacobvandy wrote on May 8, 2024, 11:19:Teddy wrote on May 8, 2024, 09:05:
Use your brains for a moment and consider that Microsoft well knew there was supposed to be some big fix coming in less than a month and they still pulled the plug. Anyone who thinks it was a knee-jerk reaction is just plain being stupid. As you said, these people were paid for the last year to continue working on it. A full year and clearly Microsoft was not satisfied with what what they've done and did not think it was worth completing. Regardless of who was at fault for it, look at the game that was released. Do you REALLY trust that the same people that made that suddenly managed to 'fix' it and make it good or great? My bet is that Microsoft took a look at what had been accomplished and realized that the money spent in the last year had been squandered and any more spent would just be adding to the dumpster fire.
So in that case, their reasons are not just short-sighted, but also intentionally rather than ignorantly malicious -- a multi-trillion-dollar company decided to fuck over what few fans of the game there are in order to save what, maybe a million bucks? When that extra couple weeks of work from might have also prevented the game from sun-setting permanently by enabling an offline mode? YOUR bets and guesses are no more or less valid than anyone else's in this thread, yet others are expressing optimism and hope for what could have been, while you incessantly attempt to justify a mega-corp's greed. Which is all this is, at the end of the day...
Teddy wrote on May 8, 2024, 09:05:
Use your brains for a moment and consider that Microsoft well knew there was supposed to be some big fix coming in less than a month and they still pulled the plug. Anyone who thinks it was a knee-jerk reaction is just plain being stupid. As you said, these people were paid for the last year to continue working on it. A full year and clearly Microsoft was not satisfied with what what they've done and did not think it was worth completing. Regardless of who was at fault for it, look at the game that was released. Do you REALLY trust that the same people that made that suddenly managed to 'fix' it and make it good or great? My bet is that Microsoft took a look at what had been accomplished and realized that the money spent in the last year had been squandered and any more spent would just be adding to the dumpster fire.
Squirmer wrote on May 8, 2024, 00:03:Teddy wrote on May 7, 2024, 20:36:
Redfall is a new, unproven IP that is now irreparably stained. Could they have spent the money to fix it? Sure. But why?
Tell that to the people who bankrolled the past year of extra work on it! Millions more in wages alone spent on it for nothing, more bad management. Whatever reputational damage they were trying to fix for a year they've now made even worse. Put the blame where it really belongs is all I'm saying.
Squirmer wrote on May 8, 2024, 00:03:Teddy wrote on May 7, 2024, 20:36:
Redfall is a new, unproven IP that is now irreparably stained. Could they have spent the money to fix it? Sure. But why?
Tell that to the people who bankrolled the past year of extra work on it! Millions more in wages alone spent on it for nothing, more bad management. Whatever reputational damage they were trying to fix for a year they've now made even worse. Put the blame where it really belongs is all I'm saying.
Teddy wrote on May 7, 2024, 23:52:Prez wrote on May 7, 2024, 22:02:...it should be possible to make a bad game without being eliminated for it.
I've been close to writing that very thing all day, because it used to be that way. One bad release was a mistake that was always allowed to be corrected years ago. That hasn't been how game companies operate for quite a while now however.
The average cost to develop a AAA game has gone from around $1-3 million in 2000 to $200 million in 2023. With 100-200 times the money involved, the stakes are higher and the consequences are larger.
Teddy wrote on May 7, 2024, 20:36:
Redfall is a new, unproven IP that is now irreparably stained. Could they have spent the money to fix it? Sure. But why?
Prez wrote on May 7, 2024, 22:02:...it should be possible to make a bad game without being eliminated for it.
I've been close to writing that very thing all day, because it used to be that way. One bad release was a mistake that was always allowed to be corrected years ago. That hasn't been how game companies operate for quite a while now however.
...it should be possible to make a bad game without being eliminated for it.
christheshitter wrote on May 7, 2024, 20:06:
So the head studio Arcane isn't being shut down the ones who did Dishonoured and Prey 2017 just it's subdivision Arcane Austin who made Redfall? I got it right? So their wiki page has got it all wrong then.
Squirmer wrote on May 7, 2024, 18:22:
Judging from the reporting on Redfall's development, Arkane was forced to make a game they didn't want to make, they lost all their experienced devs as a result, and now the rest of them are paying the price for poor management.
For people who would still say Arkane fucked up so they deserve it etc, consider that it should be possible to make a bad game without being eliminated for it. Like that's how a well functioning industry should run. The game industry is not well run, we all know this. Don't align yourself with the fucking bean counters.
christheshitter wrote on May 7, 2024, 20:06:
So the head studio Arcane isn't being shut down the ones who did Dishonoured and Prey 2017 just it's subdivision Arcane Austin who made Redfall? I got it right? So their wiki page has got it all wrong then.
christheshitter wrote on May 7, 2024, 20:06:
I got it right?
So the head studio Arcane isn't being shut down the ones who did Dishonoured and Prey 2017 just it's subdivision Arcane Austin who made Redfall?
Xeth Nyrrow wrote on May 7, 2024, 15:48:
Only reason I can think of is Tango got closed because Hi-Fi Rush was a guinea pig for an Xbox exclusive released on Playstation that didn't do well enough. It's a thin theory I'll admit but what else could it be? The fact it was a Japanese dev studio? Maybe Sony offered them more money.