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Valve Software handbook for new employees [pdf] (2012)

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81–90 of 211 posts

Re: Valve Software handbook for new employees [pdf] (2012)

#81
post #72

Earlier quoted context omitted.

Also when you have a lot of money you can afford to be inefficient

Also, sometimes you need to first be a bit inefficient and lax in order to later come up with really good ideas and solutions.

IMO it’s really hard to argue with the quality valve software is putting out. I can’t really name a game that isn’t considered a must play that they’ve made

Re: Valve Software handbook for new employees [pdf] (2012)

#82

Earlier quoted context omitted.

I'm very scared about the future though. What happens when Gabe is gone? The entire PC Gaming industry is essentially locked in to a single platform. If Steam decided to charge $10/mo people have so much invested into their libraries they would likely do it. What about $20 or $30 per month? I'm not sure why Steam always seems to be exempt from the "perils of digital ownership" arguments

> I'm not sure why Steam always seems to be exempt from the "perils of digital ownership" arguments Because they have been consistently good citizens for more than 2 decades. They built a reputation. Something other companies are eager to piss away at the first opportunity to sell out or squeeze their customers. It’s not surprising that Valve is successful and trusted with this approach. What is surprising is that it…

Still a for-profit company, wouldn't bet on this, even though I'd love it to be like this (that companies who have been doing good will continue to do good instead of increasing their profits). Been burnt too many times.

Re: Valve Software handbook for new employees [pdf] (2012)

#83

>Valve is flat. It’s our shorthand way of saying that we don’t have any management > Team leads Often, someone will emerge as the “lead” for a project. This person’s role is not a traditional managerial one. Most often, they’re primarily a clearinghouse of information. They’re keeping the whole project in their head at once so that people can use them as a resource to check decisions against. The leads serve the team…

The main criticism of flat organizational structure is that management will develop as an emergent property anyway, but it will do so poorly. "The Tyranny of Structurelessness is the classic essay on the subject: https://www.jofreeman.com/joreen/tyranny.htm

Re: Valve Software handbook for new employees [pdf] (2012)

#84
post #27

Valve gets a lot of heat for slowing down on first party gaming content, but I think Steam has been a net positive for the gaming community. There are certainly some cases where the accessibility has created "noise" and other trouble, but overall I think this is a good thing. Their 30% cut is absolutely justified once you start looking into everything they do for you as a developer and the market that you have access…

I'm very scared about the future though. What happens when Gabe is gone? The entire PC Gaming industry is essentially locked in to a single platform. If Steam decided to charge $10/mo people have so much invested into their libraries they would likely do it. What about $20 or $30 per month? I'm not sure why Steam always seems to be exempt from the "perils of digital ownership" arguments

At that point I'd feel entitled to keep the games I bought by pirating them.

Re: Valve Software handbook for new employees [pdf] (2012)

#85
post #81
post #72

Earlier quoted context omitted.

Also, sometimes you need to first be a bit inefficient and lax in order to later come up with really good ideas and solutions.

IMO it’s really hard to argue with the quality valve software is putting out. I can’t really name a game that isn’t considered a must play that they’ve made

I too thought Ricochet was a blast and an underrated must play. There are dozens of us!

Re: Valve Software handbook for new employees [pdf] (2012)

#86
post #31

Earlier quoted context omitted.

It's hard to believe that the principles outlined here weren't at least briefly followed when it's featured on their website too: https://www.valvesoftware.com/en/publications , but I'd be an open to a source which substantiates your claim. However, non-hierarchical structures are often open to manipulation and land-grabbing (see Tyranny of Structurelessness, etc.) so I am also skeptical that a company may have conti…

At least one former employee has confirmed that exactly the problems you are describing were a problem at Valve. https://www.wired.com/2013/07/wireduk-valve-jeri-ellsworth/

>"they pretty much killed off our project.” That project was CastAR — augmented reality glasses which Jeri Ellsworth is now working on as a separate project, having been handed the legal rights to do so by Valve.

But how many billion-dollar companies would do that? Just give the rights to the ex-employees? I think most other companies would have not. So, in that sense, Valve is unusual, even if it's not the oranizational utopia that was promised.

After she left Valve, she and partners did get at least $15 million funding from outside investors to develop the AR technology, but after several years of trying, it didn't work out. https://en.wikipedia.org/wiki/CastAR

Re: Valve Software handbook for new employees [pdf] (2012)

#87
post #31

Earlier quoted context omitted.

It's hard to believe that the principles outlined here weren't at least briefly followed when it's featured on their website too: https://www.valvesoftware.com/en/publications , but I'd be an open to a source which substantiates your claim. However, non-hierarchical structures are often open to manipulation and land-grabbing (see Tyranny of Structurelessness, etc.) so I am also skeptical that a company may have conti…

At least one former employee has confirmed that exactly the problems you are describing were a problem at Valve. https://www.wired.com/2013/07/wireduk-valve-jeri-ellsworth/

side note: Jeri Ellsworth is a rockstar engineer.

Re: Valve Software handbook for new employees [pdf] (2012)

#88
post #79
post #27

Valve gets a lot of heat for slowing down on first party gaming content, but I think Steam has been a net positive for the gaming community. There are certainly some cases where the accessibility has created "noise" and other trouble, but overall I think this is a good thing. Their 30% cut is absolutely justified once you start looking into everything they do for you as a developer and the market that you have access…

As consumer I very much agree with you, but as game developer 30% is abysmal amount of money. Imagine you're indie developer or owner of a small 3-10 people studio that finally released reasonably successful game: 1 - Let's say you invested $100,000 of your own money for vertical slice and managed to find a publisher to give you $200,000 to complete the game. 2 - Ignore that you had some failed games before, but this…

I would note that they do provide quite an immense amount of value to developers. Achievements, transferable inventory system, multi-player (steam networking), among other things. The 30% cut still feels high, especially since most games can't or won't take advantage of every single service Steam provides, but I do think they provide quite a bit of developer value that needs to be factored in.

Re: Valve Software handbook for new employees [pdf] (2012)

#89
post #27

Valve gets a lot of heat for slowing down on first party gaming content, but I think Steam has been a net positive for the gaming community. There are certainly some cases where the accessibility has created "noise" and other trouble, but overall I think this is a good thing. Their 30% cut is absolutely justified once you start looking into everything they do for you as a developer and the market that you have access…

I'm very scared about the future though. What happens when Gabe is gone? The entire PC Gaming industry is essentially locked in to a single platform. If Steam decided to charge $10/mo people have so much invested into their libraries they would likely do it. What about $20 or $30 per month? I'm not sure why Steam always seems to be exempt from the "perils of digital ownership" arguments

Microsoft/xBox are waiting to buy Valve.

Re: Valve Software handbook for new employees [pdf] (2012)

#90
post #79
post #27

Valve gets a lot of heat for slowing down on first party gaming content, but I think Steam has been a net positive for the gaming community. There are certainly some cases where the accessibility has created "noise" and other trouble, but overall I think this is a good thing. Their 30% cut is absolutely justified once you start looking into everything they do for you as a developer and the market that you have access…

As consumer I very much agree with you, but as game developer 30% is abysmal amount of money. Imagine you're indie developer or owner of a small 3-10 people studio that finally released reasonably successful game: 1 - Let's say you invested $100,000 of your own money for vertical slice and managed to find a publisher to give you $200,000 to complete the game. 2 - Ignore that you had some failed games before, but this…

Steam isn't the right place to sell a game that does 1M in total lifetime sales. Because like you said, it won't hit any recommendations and they'll take a huge cut.

This is like complaining that AMC won't screen your student film. You're playing in a very niche space and the key is to keep costs under control so you can actually make money.

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