This is an important email I sent today to all employees at XBOX:
Team,
We are beginning the most significant restructure in XBOX history. After careful consideration, I've made the difficult decision to reduce our team by approximately 3,200 throughout FY27. This will include approximately 1,600 role eliminations today, and in addition, four studios will leave XBOX to new management. I recognize that a year-long restructuring creates additional challenges. Unfortunately, it is not possible to make all the necessary changes in a single day, and I wanted to be direct about the scale.
I know this is painful. These changes will directly affect people who have poured their creativity into building XBOX. Many joined us through acquisitions, while others were recruited here, or sought us out because they loved this industry and loved XBOX. Today's decisions do not reflect their talent or dedication.
Our business today is not healthy. We are operating at margins that are 3–10x lower than comparable platform and publishing businesses. We entered Gen 9 with a smaller install base and a higher cost structure. To grow, we bet on Game Pass, multi-platform, and a broader portfolio of content. While those businesses have created meaningful value, they did not grow at the pace we expected. As that happened, our core business weakened, and we added more teams, more investment, and more time, hoping for a better outcome. And now the industry is facing the most severe hardware crisis in its history. We must reset XBOX.
First, we will reset our content portfolio.
Since 2018, we have aggressively expanded our studio portfolio while the number of games created each month across the industry now outpaces the last ten years combined. We now find ourselves competing not only with the largest publishers, but also with smaller independent studios. It is neither possible nor desirable to own every great independent studio. We have also learned that we are not the best home for every type of studio; in a typical year, we lost 64 cents for every dollar we invested. As we reset XBOX, we will help independent creators succeed by providing open development tools and audiences to realize their vision.
Compulsion Games and Double Fine Productions will return to management and transition to independent studios with their IP, catalog, and runway for their next games. Ninja Theory and Undead Labs have entered terms to join new ownership with funding to complete and grow Senua and State of Decay 3. In France, Arkane’s management is beginning required consultation with its Works Council to review potential strategic options.
We are also making reductions across other units, and in some cases, shifting investment to focus on higher priority projects. These changes vary in size across Activision, Bethesda/ZeniMax, Blizzard, King, Mojang, and XBOX Game Studios. None of our first party publicly announced games or projects are being cancelled as part of these reductions.
In addition, Mojang and King will now report directly to me. These two studios have increasingly become platforms and are our largest by monthly active players. They bring critical geographic, demographic, and differentiation to XBOX.
Second, we will reset our platform.
We know that great technology gets better when it gets simpler, not bigger. Today, in some parts of the company, work passes through as many as 14 layers of management. Our platform teams are 40% larger than they were at the start of this generation, even as our player base and playtime have declined. That complexity has slowed decisions, blurred accountability, and made it harder to deliver for players. As we reset XBOX, we will simplify.
We will reduce management layers to no more than 5, and where possible, 3. We will deliver success through a flatter organization that is built around makers (individual contributors focused on building), player-coaches (leaders who remain deeply involved in the work while developing their teams), and directly responsible individuals (DRIs) who own key decisions and outcomes. And we will streamline how we work across our tools, with a cleaner code base, shared services, and 50% reduced vendor spend.
Third, we are resetting how we operate.
As XBOX grew our headcount, we became more fragmented. Teams, studios, and functions often operate independently, and it became harder to work towards a shared goal, make the right tradeoffs, and get things done.
For the first time, we are establishing a Chief Operating Officer with end-to-end P&L responsibility across content, hardware, platform, and services. Helen Chiang has been promoted to this role and will report directly to me. Over nearly two decades at XBOX, Helen has helped build some of our most important businesses, from XBOX Live to leading Mojang and the Minecraft franchise. She will bring our businesses together under one operating model, making sure we make clear investment decisions, learn from our successes and failures, and hold ourselves accountable for results.
Thank you, Dave McCarthy, who is retiring after 17 years with XBOX. Dave has played a defining role in building the platform that millions of players rely on every day and has been a trusted partner through many of the biggest moments in XBOX's history. We wish him all the best.
These changes are about a bigger future for XBOX, not a smaller one. The next decade of gaming will be larger, more global, and more creative than anything we've seen before. This year, we'll invest as much in XBOX as we ever have, but we'll invest with greater focus, greater discipline, and greater clarity, all in service of making XBOX where the world plays and creates.
I want XBOX to be one of the few companies that entertains more than a billion people each day and gives everyone the opportunity to create and connect. I know we can achieve this goal. XBOX has many of the most beloved franchises in entertainment history, talented studios around the world, and we will return to growth in 2027.
History is full of companies that mistake longevity for inevitability. We will not be one of them.
Asha
DM: Before you lies a darkness so deep it feels almost alive, the air grows cold and unnaturally still as you descend into an abyss of black that seems to close in around you and choke out all light...
Players:
Been thinking a lot about gameplay loops (or mini-games) in TTRPGs today.
It seems like most systems really only have 1–2 core gameplay loops. Usually combat is one, and then a single skill check system handles almost everything else.
Personally, I think there's room for more.
What do you think? Do you prefer just a couple of core gameplay loops, or do you enjoy systems with more specialized mechanics and gameplay loops?
Curious where everyone lands on this.
@Wakkander That's a definite factor when it comes to this. The loops have to be fairly short so they don't bog down play and take up to much time. Keeping them focused and quick, repeatable and fun.
Been thinking a lot about gameplay loops (or mini-games) in TTRPGs today.
It seems like most systems really only have 1–2 core gameplay loops. Usually combat is one, and then a single skill check system handles almost everything else.
Personally, I think there's room for more.
What do you think? Do you prefer just a couple of core gameplay loops, or do you enjoy systems with more specialized mechanics and gameplay loops?
Curious where everyone lands on this.
Do people like their TTRPG simple or complex?
I'm wondering what the majority of you TTRPG fans would say to @ArchiveGamingX's question
I was thinking of how we could add:
Yahtzee, Blackjack, or Holdem
I think resolving some checks or conflicts that way could be very interesting, and may be a catalyst for something novel and new 🤔
Rolling 2d6 against the flop might be fun until you're betting your character's entire HP pool bluffing on the river 😭🤣
Yes! That's exactly what I am talking about. How much is too much? Where's the balance? Etc...
Im trying to find the balance by adding new gameplay loops that don't add material. For example new and different ways to use dice depending on the mechanic. It doesn't always have to be dice and modifiers, does it?
Thats the question I am asking with my system.
I want to start talking about and sharing my TTRPG work, the system I am working on, design philosophies and goals, ideas, adventures, etc... Have actual conversations about it all.
What's your preferred method of me doing this?
@StarbornStache I feel you on that, discoverability is THE major issue on social media and content creation atm. I always enjoy your stuff btw, keep it up! And thanks for your thoughts on the matter.
@dwarvensteel343 I like games like that also. I've been thinking on how I could add more gameplay loops to a TTRPG within it's own bounds, without making it more of a board game. Got some good ideas I am working on.
The world I'm building is based on real data, procedural but also I want it had crafted so I built runtime tools to hand-edit the seeds. I drop a tile and shores/forest auto-adjust to blend. Shores alone already have 100+ combos - still not every case. Super satysfing
#pixelat
@AgrivarDragon BG1 and 2 are great, Icewind Dale is also good, and I really enjoyed Boltgun, looking forward to Boltgun 2.
If you get Battletech let us know what you think, I have also been thinking about picking it up.
Today, on Independence Day, feels like the right day to make this change. I'm officially rebranding to Archive Gaming!
I've spent years building worlds, designing systems, and planning projects. But now it's time to stop treating them like "someday" ideas and start finishing them.
Over the coming months I'll be sharing more of my work; my TTRPG system, adventures, maps, game design philosophy, video game projects, and the reasonings behind the decisions that shape them. I want to have real conversations with people who love games as much as I do.
So here's to building something worth leaving behind. Happy 4th of July! 🇺🇸
I want to start talking about and sharing my TTRPG work, the system I am working on, design philosophies and goals, ideas, adventures, etc... Have actual conversations about it all.
What's your preferred method of me doing this?
Shot in the Dark since I am seeing so much content from Japanese X with the autotranslate feature:
Japanese X, do you enjoy TTRPGs? Have any interest in them? If so what's popular? Also; what kind of stuff would you like to see in a TTRPG that would make you more interested in it?