Earlier quoted context omitted.
For anyone who seeks to emulate Valves internal structure you have to ask yourself one question - do you already have a core product with a near-unimpeachable monopoly which consistently brings in enough money to keep the entire company afloat, with enough left over to bankroll moonshot R&D projects on top? If not, you can't afford to operate like Valve. They cancel 10 projects for every one they ship, if not for Ste…
So did they have a different structure before Steam existed? And then post-Steam, now there is total freedom to organize however they want? You're saying that this organization doesn't lead to success, but because they accidentally have a successful money maker, now they can run like this? I think there is disconnect here. There are successful companies that can operate like this, because this is a good way to get to…
There's a timeline where startup Valve went through the standard publisher funding model instead and got pressured into releasing the "finished but not very fun" 1997 cut of Half Life, rather than taking an entire extra year (an eternity in game development cycles of that era) to overhaul the whole game at their leisure. Things could have gone very differently right from the start.