| Mike Griffin |
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Besides the unexpected, slightly awkward, lingering trace impressions of cultist compound/pseudo-zealotry, working at Valve seems quite interesting!
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| Bart Stewart |
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Well, this explains why the credits roll at the end of Valve games consists of an alphabetized list of names.
So how do things work when there's a decision that has to be made between two or more options, none of which are obviously the best? Do camps form around the most articulate proponents of the competing options, who send their champions into a cage from which only one emerges alive? If decisions can't be made until interested sentiment converges on one option, that also explains "Valve time".... |
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| Kevin Fishburne |
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Sounds like a true democracy, versus a democratic republic (or dictatorship as some studios are run). As with all utopias, sometimes the illusion must be spoiled as I'm sure Gabe occasionally flat out lays the smack down on how things are going to be.
@Bart Haha, good observation with "Valve time". :) |
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| Michael Mullins |
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The closest analogy that struck me reading this is a law firm with its partnerships. I wonder if there's a multi-tiered culture that extends the analogy, if maybe informally, to junior members are to senior members as associates are to partners.
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| TC Weidner |
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all is good when the money is flowing. Lets hope for them things dont change..
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| WILLIAM TAYLOR |
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I don't think I could live with that pay structure. It sounds similar to being a waiter where you get less than minimum wage but are told that the limit of tips you can get is endless. I prefer the peace of mind of company x offering a good salary with mediocre bonuses to company y offering a mediocre salary with the potential of a great bonus that could just as easily end up as a mediocre bonus like company x or no bonus.
Especially when the company seems content to never work on the one title that you know could earn you a nice fat bonus. |
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| Michael Pianta |
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This is unbelievably fascinating. I had no idea such a structure was possible. If someone had proposed this to me I would have said "No no, that would never work. SOMEONE has to be in charge." But then, on specific projects, someone IS in charge right? There's a project manager or something (not by name) who helps guide the project artistically?
This reminds me - isn't the Japanese developer Treasure also unusual in their structure? Not to this degree, but I seem to recall reading in an interview that no one at Treasure has a specific job title and that they have little/no internal hierarchy. They all just fill whatever role seems appropriate for the specific project they're working on. I can't remember what magazine I read that in. It was a little while ago. Anyway, very interesting. Rock on Valve! |
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| Michael Joseph |
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http://www.vanityfair.com/online/daily/2012/07/microsoft-downfall-emails-steve-b
allmer Gabe Newell as a former Microsoft employee I wonder is trying to create an organizational culture that can counter the type of bureaucratic deficiencies and intra-office politics that plague large businesses particularly ones that wish to maintain a creative edge. |
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| Jay Anne |
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While Valve makes great games and sounds great to work for, they also appear to spin the truth. I would love to hear inside stories about what actually goes on in there.
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| Ian Uniacke |
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I realise my example may be edging on the extreme, but am I the only person who hears this info coming out of Valve and thinks of Andrew Ryan? This all sounds very objectivist to me.
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| Steven An |
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Valve has lots of money, can pay for top talent, and top talent usually doesn't need strict management. And when someone under performs, they fire them. It's simple enough, just very hard to pull off without tons of money.
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| Julio Nobrega |
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Reminds me of Semco. Its owner, Ricardo, wrote several books on the subject. He celebrates years of being the "boss" and not taking a single decision. There are several stories about how his personal opinion was overruled by democratic decisions of Semco employees. Worth the reading!
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| Jan Zheng |
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So if it is a true democracy, who decided to restructure Valve and initiate the layoff? Wouldn't all parties agree to a restructuring before laying people off? It sounds to me most people at the company were surprised by the move
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| Christopher J |
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I think calling the guy a sociopath is a bit ridiculous. Valve has a formula that is working for them. You gotta understand that every form of “Rule” isn’t best for every situation. For example… if this guy were a police chief applying these philosophies with his staff, or a hospital functioned in this manner. It most likely would be a disaster. One needs to consider that the types of people who put out fires or save lives are not the same personality types that go into film or making video games.
I think an open structure like this creates room for innovation which fuels our industry. These folks (creative types) don’t have stress cramping their brains. They have room to think. For gaming this is a great approach. Maybe not good for running the government or a space station but they aren't doing that… they are essentially happy successful toy makers instead of frustrated corporate slaves. |
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| Ramin Shokrizade |
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My greatest concern about this system is that it tends to lead to gender and racially homogeneous work forces, and gender and racially homogeneous products.
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| Rodolfo Puig |
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The Valve Employee Handbook is definitely a must read: http://newcdn.flamehaus.com/Valve_Handbook_LowRes.pdf
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| Pres N |
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Sounds like the whole place would become one big political game, where if you don't suck up to the right guy or get in the way of the wrong group, suddenly a "consensus" forms that you're "not fitting in".
Works alright for low-level programmers and workers that don't have any political capitol, but anyone even remotely connected to making decisions that impact other people would be constantly fighting to stay afloat. |
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| David Hoffman |
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Love the company but the worst interview of my life was with Valve. Driver told me all he does is drive people back and forth to Valve (all day long) for interviews. Take it for what you will.
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| Vytautas Katarzis |
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I find it ironic that they emphasize productivity as one of the most important traits, but have some of the longest development cycles in the industry :d
Nevertheless, Valve personally seems like a great company to work in. |
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| David Paris |
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Sounds both interesting and potentially problematic at the same time. My guess is that personal charisma can drive a lot, allowing you to accomplish great things as long as you can make other people believe. But the side effect, is that it also becomes very easy to slip into politics, where progress, particularly on difficult or uncomfortable issues, gets really bogged down.
I'd definitely worry about the danger of being the guy who points out the 'elephant in the room' in such an environment. Hey guys, I know we're all plowing along pretending this problem doesn't exist, but we need to solve it now before we get steamrolled by it later. Particularly with the question of where the serious goal setting is really coming from, since everything's importance is truly relative to your basic goals. |
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| John Owens |
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I can see how this would work well initially with a small team who where hand picked however it must get increasingly difficult as the company gets larger and also later when the people who where productive are no long productive for whatever reason (personal or professional) but still have friends in the company that will ultimately protect them.
My guess is that the revenue from steam sort of makes it all a bit easier and without that they would have by now reverted to a more conventional structure. |
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| Daryl Hornsby |
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So the idea of making games loved by the masses is to have them designer and produced by the masses? Gotta love that way of working, the benefits of being indie.
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| Joshua Darlington |
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Portal 2 was cool - it gave me motion sickness but I liked the writing.
I guess they are saving money on managers. I wonder why everyone doesn't do this? |
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| David Aiken |
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Viva Valve!
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