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Valve New Employee Handbook (2012) [pdf]

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21–30 of 116 posts

Re: Valve New Employee Handbook (2012) [pdf]

#21
post #13

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…

Early Valve coasted on the money Gabe Newell personally made as a senior Microsoft executive, so if you want to emulate that Valve then you'll need to find 8 or 9 figures in your bank account without taking any outside investments, in order to keep the company completely untainted by shareholder influence. That's not a template most founders can follow either.

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.

Re: Valve New Employee Handbook (2012) [pdf]

#22
post #11

This thing has always been a treat to look through; it's made with so much effort and care. I haven't read through it in a bit though and don't plan to read through it again currently so I may be off in some of the rest of my comment. I think Valve's flat structure strategy has mildly failed and they should try something else. Unless they still desire to all-in on the strategy of creating products and hoping to land…

> I think Valve's flat structure strategy has mildly failed and they should try something else.

I see this echoed relatively often, and I have to wonder by what metric people consider valve have "failed" when they're the largest video game distribution platform on PC, raking in money hand over fist and constantly trouncing their competition such as EGS, Galaxy, Origin and UPlay. People don't just use steam because they have to, they choose to use it because it's the superior product.

> I wish they were more video game focused

I suppose a lot of people look at Valve and think because they haven't made a hit game in a while that's why they're a failure? Personally I couldn't care less if they never made another game again; there are thousands of video game companies making great games every year, and no-one else is doing what Valve are doing in regards to Proton and other Linux desktop work. The steam deck isn't a particularly novel idea, but it's definitely one of the best examples of a handheld portable gaming device running a desktop OS.

For someone who used to be a diehard GOG fan due to their no DRM policy, my entire library is now on Steam due to their Linux efforts, not just because it's the best client, but because I want them to keep doing what they're doing.

Re: Valve New Employee Handbook (2012) [pdf]

#23

Earlier quoted context omitted.

Back in 2012, did this “employee handbook” actually “leak” to begin with? Or was the whole thing just a calculated corporate PR stunt? Everyone just takes it at face value, but I've always wondered.

The prevailing opinion since then has definitely been that it was an intentional release.

That's what I thought, but every time this comes back up, it seems most people discovering it for the first time fail to pick up on this.

Re: Valve New Employee Handbook (2012) [pdf]

#24
post #9

The reasulting reality of the managerless approach hasn’t been good. As the they say, “if you don’t have any managers you have politics”. I have several friends who used to work at Valve none of them hate the place, they still have friends there, etc. But they tell similar stories as to why things that normal companies do successfully are impossible at Valve. Perhaps it’s best summed up by something one friend said a…

It's hard - I'd say impossible for most people - to be simultaneously excellent at the organization and (yes,) politics that go into managing the output of a company, and the execution that goes into developing and operating the systems of a company. They both take effort because they are both real jobs.

Add a bit of arrogance in the mix and you get devs thinking their managers are worthless and managers thinking their teams are useless.

Re: Valve New Employee Handbook (2012) [pdf]

#25
post #13
post #9

The reasulting reality of the managerless approach hasn’t been good. As the they say, “if you don’t have any managers you have politics”. I have several friends who used to work at Valve none of them hate the place, they still have friends there, etc. But they tell similar stories as to why things that normal companies do successfully are impossible at Valve. Perhaps it’s best summed up by something one friend said a…

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…

How is Steam a monopoly?

The platform it runs on (Windows) is open, unlike the App Store. Competitors exist on said platform, including a store & game pass run by the platform owner.

The fact that Steam still runs the show is a testament to their ability to just do things better than anyone else. Sure, there is a sort of network effect at play, but there is no other “moat” here - let alone a monopolistic one.

Re: Valve New Employee Handbook (2012) [pdf]

#26

Earlier quoted context omitted.

I wonder if Valve is still the same as described in this handbook, or if it ever truly was. The section on stack ranking is really fascinating ... seeing how that sausage was made would let you know exactly who is in the secret cabals the handbook says don't exist ;-)

If you want some more insight into what working at Valve is actually like, People Make Games released a great video last year [1] where they talked to a bunch of current and former employees. While there are people who can thrive at Valve, their structure doesn't set people up for success. Valve has a many pseudo-managers, people who have a lot of influence at the company, but aren't designated as such. Doing well at…

Awesome, thanks!

Your description is exactly what I expected to see out of a "completely flat" company: shadow structures emerging, little fiefdoms run by people who are adept at building and maintaining power, and sheer terror for those underneath.

Re: Valve New Employee Handbook (2012) [pdf]

#27
post #9

The reasulting reality of the managerless approach hasn’t been good. As the they say, “if you don’t have any managers you have politics”. I have several friends who used to work at Valve none of them hate the place, they still have friends there, etc. But they tell similar stories as to why things that normal companies do successfully are impossible at Valve. Perhaps it’s best summed up by something one friend said a…

Valve's approach to managerless is closer to anarchy. You can add more accountability/structure with better results while still being managerless, such as in a holacracy.

Politics exist in any corporate structure. I'm not sure what's worse though, Valve's tribe-based politics or your traditional corporate game of thrones politics.

Re: Valve New Employee Handbook (2012) [pdf]

#28
post #22
post #11

This thing has always been a treat to look through; it's made with so much effort and care. I haven't read through it in a bit though and don't plan to read through it again currently so I may be off in some of the rest of my comment. I think Valve's flat structure strategy has mildly failed and they should try something else. Unless they still desire to all-in on the strategy of creating products and hoping to land…

> I think Valve's flat structure strategy has mildly failed and they should try something else. I see this echoed relatively often, and I have to wonder by what metric people consider valve have "failed" when they're the largest video game distribution platform on PC, raking in money hand over fist and constantly trouncing their competition such as EGS, Galaxy, Origin and UPlay. People don't just use steam because th…

> I see this echoed relatively often, and I have to wonder by what metric people consider valve have "failed" when they're the largest video game distribution platform on PC, raking in money hand over fist and constantly trouncing their competition such as EGS, Galaxy, Origin and UPlay. People don't just use steam because they have to, they choose to use it because it's the superior product.

I think network effects play a bigger role (no user wants to have to juggle multiple game launchers and developers mostly cannot afford to not be on Steam) but yeah their competition being overly greedy and/or incompetent does help as well.

Re: Valve New Employee Handbook (2012) [pdf]

#29
post #25
post #13

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…

How is Steam a monopoly? The platform it runs on (Windows) is open, unlike the App Store. Competitors exist on said platform, including a store & game pass run by the platform owner. The fact that Steam still runs the show is a testament to their ability to just do things better than anyone else. Sure, there is a sort of network effect at play, but there is no other “moat” here - let alone a monopolistic one.

They are saying "Steam is a monopoly because they're so big", you are saying "Steam is not a monopoly because they're not anti-competitive", you're not disagreeing

Re: Valve New Employee Handbook (2012) [pdf]

#30
post #13
post #9

The reasulting reality of the managerless approach hasn’t been good. As the they say, “if you don’t have any managers you have politics”. I have several friends who used to work at Valve none of them hate the place, they still have friends there, etc. But they tell similar stories as to why things that normal companies do successfully are impossible at Valve. Perhaps it’s best summed up by something one friend said a…

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…

Steam isn't a monopoly. I, and everyone I know who uses steam is familiar with GOG or Epic games or Battle.net or some other service. You can even distribute your game independently (e.g. in the case of minecraft and some of the most successful PC games of all time) or just distribute it as a web game (increasingly feasible as WebGL, WebGPU, WASM etc. continue to advance).

Steam is successful because it has good user experience compared to alternatives, and has a lot of major titles.

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