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

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201–210 of 211 posts

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

#201

>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…

They are rebuilding management from first principles lol

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

#202

Earlier quoted context omitted.

> It's funny you mention age, because I have essentially the opposite take. Ditching a match for a game you like because that particular match isn't going well is immature; I'd expect someone older to handle themselves better than someone younger, not throw a fit. There are two things. First, it is not about maturity it is about having other responsibilities in life. If my kid needs something from me I am going to dr…

That's not what I was responding to. Please read what I quoted, that you wrote: > Nothing is worse being stuck in a game where you are not having fun and you are forced to keep playing or be punished otherwise. Sure, needing to take care of certain responsibilities is fine, but ditching everyone else in a game because you're temporarily "not having fun"? Yes, that is immature.

> Sure, needing to take care of certain responsibilities is fine, but ditching everyone else in a game because you're temporarily "not having fun"? Yes, that is immature.

That is purely a subjective moral judgement. I can also make a judgment that you projecting moral judgments onto strangers is also immature.

There I did it too, fun…

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

#203
post #172

Earlier quoted context omitted.

Well that's because AR and VR are strictly worse for most use cases as compared to traditional human computer interfaces. The mouse, keyboard, and monitor is pretty much just right. Highly productive, you can go super fast, with extreme information density. VR and AR are obviously much slower to navigate because physical worlds are slow to navigate and that's what they're mimicing. We might assume a 3D world has more…

As I've written before, I can imagine an essentially science-fictional version of AR being potentially interesting. Wear normal looking classes or contacts, look at something, and immediately get information through some subtle communications mechanism to be determined. VR has basically been for niche high-end gamers. I can imagine a jet flighter simulation might be good for VR but I'm not even sure that's such a thi…

> I can imagine a jet flighter simulation might be good for VR but I'm not even sure that's such a thing these days.

Oh people absolutely use it for this and it is an excellent use case - mainly because you stay seated.

But yeah. Pretty niche.

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

#204

Earlier quoted context omitted.

That's not what I was responding to. Please read what I quoted, that you wrote: > Nothing is worse being stuck in a game where you are not having fun and you are forced to keep playing or be punished otherwise. Sure, needing to take care of certain responsibilities is fine, but ditching everyone else in a game because you're temporarily "not having fun"? Yes, that is immature.

> Sure, needing to take care of certain responsibilities is fine, but ditching everyone else in a game because you're temporarily "not having fun"? Yes, that is immature. That is purely a subjective moral judgement. I can also make a judgment that you projecting moral judgments onto strangers is also immature. There I did it too, fun…

Ah, the deflection. A true Internet classic.

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

#205
post #67

Earlier quoted context omitted.

To disrupt Valve's business you'd need an offering as good if not better than Steam, something several companies already tried and failed, and on top of that you need to convince everyone with buy-in to switch to your business, another monumental task. While people are happy with Steam it'll be impossible to challenge Valve as a digital distributor.

Assuming everyone at current Valve's management stays there forever, as immortals. People keep forgetting our time is limited and nothing lasts forever.

I thought I made it clear with the rhetorical question, but there is no management at Valve due to it's flat structure. At least not in the traditional sense; it's staff are self organizing.

It's true that entropy will be the end of us all but while there are definitely things that may end Valve, "management" leaving isn't going to the thing that does it. It might be wise to learn about the company you speak so definitively about, I suggest reading the pamplet.

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

#206

Earlier quoted context omitted.

I can play any PC game I want and I don’t have a single windows install anywhere in my life. They made, beyond all the other contributions, Linux gaming a reality.

Wine existed before Valve even if you weren't paying attention.

I've been messing around with Linux for games for over a decade. Proton was a revelation, but in addition to that the Linux desktop system stack has had Valve money pumped into it, seeing a huge amount of improvement. Video drivers, KDE, SDL2 additions to the kernel and much more.

Even Proton is technically managed by Codeweavers under contract by Valve, who are the primary contributors to Wine.

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

#207

Earlier quoted context omitted.

I can play any PC game I want and I don’t have a single windows install anywhere in my life. They made, beyond all the other contributions, Linux gaming a reality.

Wine existed before Valve even if you weren't paying attention.

I’ve used wine since its first releases but it was never able to handle most games, Proton really changed things significantly and Valve has dumped megatons of effort into quality and completeness of experience. It’s fairly disingenuous to assert pre-Valve’s investment wine as meaningful comparable to post Proton wine let alone Proton itself.

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

#208

Chet Faliszek, writer for games like Half-Life and the lead writer for Portal/Portal 2 has since confirmed that this handbook was never given to employees. It was created and released as part of advertising them as an employer.

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…

Fascinating! First time seeing/reading Tyranny of Structurelessness

Was Pivotal Labs built with this in mind? A lot of their core principals seem to overlap with with seven principals prposed at the end (https://www.jofreeman.com/joreen/tyranny.htm for the curious)

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

#209
post #98

Earlier quoted context omitted.

Unfortunately, no-one’s investment in AR or VR has worked out. Even the “winner” (Oculus/Meta) has found the market to be disappointingly small.

I only have 2mb ADSL, each world on VR Chat is something about 300mb+ in size not including VR Avatars. I'll join a world with folk, and they'll jump worlds before anythings loaded. I wear glasses so I have to use special lenses to enable me to see in-game. These costed an addition 150 euros. The XREAL Air 2 look appealing but I am unable to buy inserts for. This make's them useless to me. > "While we plan to offer l…

Maybe try VRchat standalone on the Quest. World's are limited at 100mb there.

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

#210

Earlier quoted context omitted.

Being punished for leaving is the standard for almost any competitive team based game these days, because if you don't do that then people leave on a whim and the game is ruined. > Nothing is worse being stuck in a game where you are not having fun and you are forced to keep playing or be punished otherwise. It works approximately the same irl for board games or sports. If you just walk off the court in a basketball…

> It's funny you mention age, because I have essentially the opposite take. Ditching a match for a game you like because that particular match isn't going well is immature; I'd expect someone older to handle themselves better than someone younger, not throw a fit. There are two things. First, it is not about maturity it is about having other responsibilities in life. If my kid needs something from me I am going to dr…

If you have a kid who needs immediate attention such that you have to drop a multiplayer game you are actively sabotaging your online teammates and deserve to be limited in how you play. I confidently say this as a parent of three children. It's just pure fucking selfishness to join a competitive game where you know you have a high chance of needing to drop. Just play casual lobbies instead where you're not fucking up other people's ability to climb.
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