{"id":34157,"date":"2026-04-05T03:54:04","date_gmt":"2026-04-05T07:54:04","guid":{"rendered":"https:\/\/overcentral.com\/en\/industry-crisis-2024-is-definitely-crashier-than-80s-crash-say-gaming-legends-john-and-brenda-romero\/"},"modified":"2026-04-05T03:54:04","modified_gmt":"2026-04-05T07:54:04","slug":"industry-crisis-2024-is-definitely-crashier-than-80s-crash-say-gaming-legends-john-and-brenda-romero","status":"publish","type":"post","link":"https:\/\/overcentral.com\/en\/industry-crisis-2024-is-definitely-crashier-than-80s-crash-say-gaming-legends-john-and-brenda-romero\/","title":{"rendered":"Industry Crisis 2024 Is &#8220;Definitely Crashier&#8221; Than &#8217;80s Crash, Say Gaming Legends John and Brenda Romero"},"content":{"rendered":"<p>In early 2026, the video game industry continues to reel from a protracted period of layoffs, studio closures, and severe market contraction. While parallels are often drawn to the notorious 1983 crash, figures who lived through that era see a distinct and more pervasive crisis today. Speaking candidly about their own studio&#8217;s near-collapse, gaming legends John and Brenda Romero offered a stark assessment: the current turmoil is, in Brenda\u2019s words, &#8220;definitely crashier&#8221; than the upheaval of the 1980s. Their perspective, forged by four decades in the industry and a harrowing personal experience in 2025, underscores a profound structural shift that has left few corners of game development untouched.<\/p>\n<h2>Romero Games&#8217; Existential Crisis in 2025<\/h2>\n<p>The abstract fears of an industry downturn became a brutal reality for Romero Games in the summer of 2025. The studio, founded in Galway, Ireland by the husband-and-wife team, was plunged into an existential crisis when funding was abruptly pulled for its upcoming, unannounced shooter. This event coincided with the wider wave of cutbacks, notably from Microsoft at Xbox. Brenda Romero describes the situation with careful phrasing, stating they were &#8220;working on a game with a major publisher, and along with a number of other studios and internal projects, we lost our funding.&#8221; The immediate aftermath was chaotic, exacerbated by inaccurate reporting that the studio had shuttered\u2014a claim publicly retracted after causing significant disruption.<\/p>\n<p>Despite the storm, Romero Games did not close. However, the survival came at a tremendous human cost. The studio, which had grown to around 110 people, was reduced to a core team of just nine. Brenda describes the redundancy process as the &#8220;worst&#8221; experience, marked by a deep sense of survivor&#8217;s guilt after working alongside a tight-knit team for nearly a decade. John Romero highlights the particular pain of being unable to communicate openly during the process, breaking the collaborative spirit that defined the studio. The event was a microcosm of the industry-wide devastation, proving that even studios led by iconic, proven talent were not immune to the fiscal reckoning.<\/p>\n<h3>Refocusing a &#8220;Huge&#8221; Co-op Shooter with a Micro Team<\/h3>\n<p>The game at the center of the funding collapse, a cooperative shooter, was nearing alpha development. Brenda confirms it was designed as co-op throughout, making it &#8220;an expensive game.&#8221; With the primary funding gone, the scope and vision had to be radically refocused. John notes that a &#8220;huge amount of content&#8221; and assets had already been created, leaving them with a project &#8220;bigger than you would expect&#8221; for a nine-person team. The challenge shifted from expansive creation to the disciplined curation and completion of existing work within severe constraints. Brenda is pragmatic: &#8220;It will not be what it was going to be. But we&#8217;re going forward.&#8221;<\/p>\n<p>A key technical advantage was the team&#8217;s accumulated experience with Unreal Engine 5, a shift from the Unity engine used for their previous title, <em>Empire of Sin<\/em>. This familiarity has allowed the shrunken team to progress more efficiently despite the upheaval. The new development philosophy, as Brenda outlines, is stripped of grandiose ambition: &#8220;The people we work with are not under this illusion of like, you know, &#8216;Let&#8217;s make the thing that&#8217;ll take out Battlefield&#8217;. It&#8217;s just, let&#8217;s make the best game we can make that we&#8217;re capable of making right now with this design.&#8221; This focus on achievable quality, over hype and scale, represents a fundamental adaptation to the new market reality.<\/p>\n<h2>Why This Crisis Feels &#8220;Crashier&#8221; Than the 1980s<\/h2>\n<p>Brenda Romero&#8217;s comparison to the 1983 crash carries significant weight, but her distinction is critical. &#8220;We were there in the 80s for the crash, and this is definitely crashier,&#8221; she stated in 2025. The key difference lies in pervasiveness and precarity. The 1983 crash was largely a market correction triggered by a flood of low-quality titles, primarily affecting the North American console market. The current crisis is a global, systemic contraction impacting publicly traded publishers, independent studios, AAA blockbuster developers, and every tier in between. Brenda observed, &#8220;There are so few people that have not been affected, or their partner&#8217;s affected, or they&#8217;re worried about being affected.&#8221; This climate of universal anxiety did not define the earlier crash.<\/p>\n<p>The economic model itself is under strain. John Romero points to the perplexing disconnect between commercial success and job security, citing <em>Battlefield 6<\/em> doing &#8220;really, really well,&#8221; only for EA to subsequently make layoffs within the studios that delivered it. &#8220;I don&#8217;t understand what that&#8217;s all about,&#8221; he admits. This phenomenon reflects investor pressure for endless growth, the immense risks of ballooning AAA budgets, and a strategic pivot by many publishers toward either &#8220;safer&#8221; small-scale projects or all-in bets on franchise monoliths. The vulnerable middle ground\u2014the AA sector where Romero Games operates\u2014has been hit hardest, hollowing out the space for ambitious, mid-budget originality.<\/p>\n<h3>The Generative AI Divide and an Uncertain Path Forward<\/h3>\n<p>Adding a new layer of complexity to the crisis is the intense debate surrounding generative AI. Brenda Romero notes a &#8220;tremendous push toward teams using generative AI&#8221; from some quarters, met with equally strong &#8220;pushback from teams and from gamers.&#8221; She is clear about their studio&#8217;s stance: &#8220;before you ask, we&#8217;re not using generative AI.&#8221; This schism represents a fundamental tension about the future of creative labor, art, and cost-cutting in game development. The pressure to adopt AI tools for efficiency clashes with ethical concerns and potential consumer rejection, creating an unstable variable in any recovery plan. Brenda confesses to the uncertainty this creates: &#8220;This is really one of those times where I don&#8217;t know.&#8221;<\/p>\n<h2>The Resilience of the &#8220;Ridiculous Nerds&#8221;<\/h2>\n<p>Amidst the bleak landscape, the personal resolve of John and Brenda Romero offers a thread of optimism. Their passion for games themselves remains undimmed. Brenda speaks of a &#8220;hardcore&#8221; <em>Balatro<\/em> obsession, while John shares their mutual love for <em>Minecraft<\/em>\u2014he focuses on &#8220;kill[ing] stuff,&#8221; while she hunts for diamonds. &#8220;We still get a lot of joy from games,&#8221; Brenda affirms. This foundational love for the medium fuels their perseverance. More importantly, their partnership remains a bedrock. &#8220;We love working together,&#8221; Brenda smiles, noting they work alongside two of their children and have created a &#8220;family of ridiculous nerds&#8221; where conversation inevitably returns to games.<\/p>\n<p>John Romero&#8217;s commitment is absolute: &#8220;I&#8217;m not going to stop making games.&#8221; Brenda jokes that for him, &#8220;a win would be he&#8217;s found dead in his chair coding.&#8221; This drive is not born of necessity, but of genuine creative appetite. &#8220;There&#8217;s too much cool stuff to make,&#8221; John states simply. Their history of overcoming setbacks informs this outlook; as John notes, they&#8217;ve often seen &#8220;something incredibly great happen right after&#8221; a pretty bad thing. This resilience is mirrored in their approach to their current project, moving forward with a positive focus despite the scaled-down circumstances.<\/p>\n<h3>Hope in the Independents and a Faith in Cyclical Change<\/h3>\n<p>The ultimate hope for the industry, as the Romeros see it, lies not with the embattled corporate giants but with the enduring spirit of independent creators. Brenda points to figures like LocalThunk (the developer of <em>Balatro<\/em>) and Edmund McMillen: &#8220;There are people who are still going to make games.&#8221; These successes demonstrate that player appetite for innovative, passionate work remains voracious, even if the traditional publisher-funded pathways have narrowed. The micro-team model, which Romero Games was forced into, is also where much of the industry&#8217;s vital energy currently resides. John acknowledges, &#8220;micro teams are &#8216;where it&#8217;s at right now.'&#8221;<\/p>\n<p>While the path out of the crisis is unclear, there is a shared belief that the present state is not permanent. &#8220;It can&#8217;t stay like this forever,&#8221; Brenda concludes. The industry has always been cyclical, driven by technological shifts and creative explosions. The current crash may be &#8220;crashier,&#8221; more systemic, and more painful than its predecessor, but the fundamental human desire to create and play compelling interactive experiences endures. The journey of Romero Games\u2014from sudden collapse to a determined, refocused rebuild\u2014serves as a potent metaphor for an industry in a painful but necessary transition, where survival and eventual renewal depend on adaptability, passion, and a return to core creative values.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>In early 2026, the video game industry continues to reel from a protracted period of layoffs, studio closures, and severe market contraction. While parallels are often drawn to the notorious 1983 crash, figures who lived through that era see a distinct and more pervasive crisis today. Speaking candidly about their own studio&#8217;s near-collapse, gaming legends [&hellip;]<\/p>\n","protected":false},"author":7,"featured_media":88280,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"fifu_image_url":"https:\/\/cards.overcentral.com\/cards\/en\/34157.png","fifu_image_alt":"Industry Crisis 2024 Is \"Definitely Crashier\" Than '80s Crash, Say Gaming Legends","footnotes":""},"categories":[2],"tags":[],"class_list":["post-34157","post","type-post","status-publish","format-standard","has-post-thumbnail","category-videogames"],"fifu_image_url":"https:\/\/cards.overcentral.com\/cards\/en\/34157.png","fifu_image_alt":"Industry Crisis 2024 Is \"Definitely Crashier\" Than '80s Crash, Say Gaming Legends","fifu_redirection_url":"https:\/\/livinglegendshealth.com\/brenda-byroads\/","_links":{"self":[{"href":"https:\/\/overcentral.com\/en\/wp-json\/wp\/v2\/posts\/34157","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/overcentral.com\/en\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/overcentral.com\/en\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/overcentral.com\/en\/wp-json\/wp\/v2\/users\/7"}],"replies":[{"embeddable":true,"href":"https:\/\/overcentral.com\/en\/wp-json\/wp\/v2\/comments?post=34157"}],"version-history":[{"count":0,"href":"https:\/\/overcentral.com\/en\/wp-json\/wp\/v2\/posts\/34157\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/overcentral.com\/en\/wp-json\/wp\/v2\/media\/88280"}],"wp:attachment":[{"href":"https:\/\/overcentral.com\/en\/wp-json\/wp\/v2\/media?parent=34157"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/overcentral.com\/en\/wp-json\/wp\/v2\/categories?post=34157"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/overcentral.com\/en\/wp-json\/wp\/v2\/tags?post=34157"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}