I find the whole "You are a person who spend every waking hour optimizing yourself to become the best YOU you can be"-frame of mind very intimidating. Maybe it's because I'm not american, but even though I like to work with complex issues, I also like a 9-17 job with a decent income, and the ability to go home and relax when I'm not working. And by relax, I don't mean working on side projects, doing volunteer work or…
I'd recommend the book "Leisure the Basis of Culture" which covers this sentiment in great detail. https://www.amazon.com/Leisure-Basis-Culture-Josef-Pieper/dp...
Valve – Handbook for New Employees (2012) [pdf]
171–180 of 205 posts
Re: Valve – Handbook for New Employees (2012) [pdf]
#172Earlier quoted context omitted.
I think you're right but I also can't help but think how the very existence of Dota 2 underscores Valve's lack of innovation in the past half decade or so. They literally took a game built on the back of their biggest competitor and basically recoded it on their own gaming engine (Yes, I know there's plenty of quality of life upgrades they brought to the series, but it was nothing that wasn't too obvious or already i…
So what? They bought Counter strike from Gooseman, they outsourced half life blue shift and opposing force, they bought the team behind team fortress, they bought the team behind left 4 dead, they bought the team behind dota, ... I think everyone that plays dota is actually happy about that.
Re: Valve – Handbook for New Employees (2012) [pdf]
#173Earlier quoted context omitted.
While I don't know much about CS:GO, you seem to be incredibly ignorant and/or misled on the state of DotA and TF2.
I don't play TF2 much these days, but from what I've been hearing/reading, a lot of people in the community are dissatisfied with the recent update and yes, some are leaving TF2 to play Overwatch.
Re: Valve – Handbook for New Employees (2012) [pdf]
#174So Valve is definitely idealized by people outside (and inside) the game industry, but definitely much less so by people who have worked there. The flat structure is sort of a pipe dream that leaves nobody actually in charge of important decisions, while hiding a de facto power structure that certainly exists despite being non-explicit. The company has transitioned to being the company that owns Steam as a platform (…
Now I work for a company with a traditional power structure. There is a manager, he has a manager and so on. Things are simpler, less stressful, tasks are more clear. Manager is great a shielding us from the rest of the beaurocracy and letting us do our work.
Re: Valve – Handbook for New Employees (2012) [pdf]
#175Earlier quoted context omitted.
The actual innovation in Dota 2 was on the esports side. From setting up the $1 million International before the game was even released spawned an industry of professional players, sponsors, casters, personalities and production companies. The competitive Dota scene before Dota 2 came out was tiny in comparison. Twitch was central to this as well, bigger tournaments meant increased viewers, increased viewers meant th…
Maybe I'm wrong, but isn't league of legends more responsible for building the robust esports scene for moba's? It was already there when DotA2 came around, wasn't it?
Twitch was in baby shoes back in 2011 as well. Game streaming overall was still really small, and sites like own3d.tv held a large market share back then.
In addition, Valve built in-engine spectating into the game since day 1. You can watch other games live, or download replays and jump to any moment in time. League doesn't have similar tech even in 2016 [3], they are definitely far more focused on their casual players. League does have an extremely large playerbase in total, so their esports achievements are still remarkable due to sheer scale, but it's much more of a side-part of League than Dota.
[1] https://en.wikipedia.org/wiki/League_of_Legends_World_Champi...
[2] http://wiki.teamliquid.net/dota2/The_International/2011
[3] From what I understand there is no replay system at all, and the League spectator mode is very basic and lacks most of the features that Dota 2 has.
Re: Valve – Handbook for New Employees (2012) [pdf]
#176So Valve is definitely idealized by people outside (and inside) the game industry, but definitely much less so by people who have worked there. The flat structure is sort of a pipe dream that leaves nobody actually in charge of important decisions, while hiding a de facto power structure that certainly exists despite being non-explicit. The company has transitioned to being the company that owns Steam as a platform (…
Eventually the market will figure out that they don't need to pay Steam 30% of sales to host files on a server That's overly negative and pretty disingenuous. App developers for Android can sell their APKs directly and save 30%, but they don't because of the convenience of the market. Similarly, I rarely buy games outside of Steam (or GOG) except in the cases of very indie developers who provide a steam key when I bu…
The 30% number is one that they might start to get pressure on with competition. GOG now pulls something like 10% of steam sales on the games they curate (citation needed) and I believe they are working on a stronger community/online platform.
There are also more indie upstarts like http://itch.io, which are smaller but focus on developer outreach and close-knit community.
Re: Valve – Handbook for New Employees (2012) [pdf]
#177Earlier quoted context omitted.
> not much else steam vr? dota 2? csgo? virtual economies? source 2? the steam workshop? the crowdfunded compendiums?
Dota 2 and CS:GO are the only titles Valve has put out in some time, and I'd argue they're not the best examples. Valve has been throwing money and man-hours at Dota 2 relentlessly, but the game's playerbase is still tiny compared to LoL. I imagine they have only a couple more years to try to figure this out before the gaming zeitgeist moves away from traditional MOBAs completely. CS:GO has been in an alternating sta…
Re: Valve – Handbook for New Employees (2012) [pdf]
#178Earlier quoted context omitted.
Maybe I'm wrong, but isn't league of legends more responsible for building the robust esports scene for moba's? It was already there when DotA2 came around, wasn't it?
League's first championship was held in June 2011 with a prize pool of $100,000 [1], and the first Dota 2 International was held in August 2011 with a prize pool of $1,600,000 [2]. Not that big of a time difference, and the difference in prize pools has only increased since then in favor of Dota 2. Twitch was in baby shoes back in 2011 as well. Game streaming overall was still really small, and sites like own3d.tv he…
Any time a new feature is released, especially smaller ones, there's usually a good number of 'We got this but no mode' comments.
Re: Valve – Handbook for New Employees (2012) [pdf]
#179Earlier quoted context omitted.
You're right - it's very much an American thing. Maybe not exclusive to the US, and it may vary by state or background, but still very common there from my experience with family and friends. In American culture, unless you're financially constrained, you grow up with someone hammering down the idea that you have to be doing something productive and getting better 100% of the time. If you're a kid, you have to be inv…
I think you're overgeneralizing a bit when you say it's an American thing. Maybe you and your peer group were out in the hard-charging long tail of the distribution and you assume life looked the same everywhere else? As someone who dropped down from honors courses sophomore year of high school to "college prep" and earned a thoroughly mediocre GPA in an easy major at a state school, I'll just say that there are alll…
Re: Valve – Handbook for New Employees (2012) [pdf]
#180So Valve is definitely idealized by people outside (and inside) the game industry, but definitely much less so by people who have worked there. The flat structure is sort of a pipe dream that leaves nobody actually in charge of important decisions, while hiding a de facto power structure that certainly exists despite being non-explicit. The company has transitioned to being the company that owns Steam as a platform (…
I have worked for a "flat" structure company and that is true. There is alaways a hidden power structure -- and it rewards those who know how to manipulate and scheme. I think some put more effort into that, than actually writting code. Heck, objectively I can't even blame them as it ended up rewarding them more than writting code. Now I work for a company with a traditional power structure. There is a manager, he ha…