Live data from Hacker News

Valve New Employee Handbook (2012) [pdf]

steamcdn-a.akamaihd.net

91–100 of 116 posts

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

#91

Earlier quoted context omitted.

If you measure success by how happy your most disgruntled employees are, maybe it doesn't look good. But if you measure success by revenue, profit, or quality of products, it looks incredible. Valve has succeeded in a very competitive industry and consistently released top quality products over a period of almost three decades. I don't buy people's excuses about them just exploiting a monopoly. Epic was gunning for t…

It's important to recognize however that Valve has a history of being very slow to ship product, and financially is supported by the existence of Steam alongside lootbox bonanzas like CS:Go and DOTA 2. Those are successful products, so by no measure is Valve a failed company, but compared to most other successful game studios their ability to ship a completed product is very poor - if you look at their track record,…

Unlike most other middlemen that take revenue though, people legitimately are willing to choose to pay Valve on both sides of the transaction, despite a relatively level playing field. I choose Steam when I don't have to, even if it costs more, because the service is simply the best. I like what I get from Steam. Pending the lawsuit about anti-competitive behavior, which I think would definitely harm the argument that people simply prefer Steam a great deal, I honestly do generally just believe Steam actually does bring enough value to justify the relatively high price tag.

I actually also believe that Google Play and Apple App Store as marketplaces also provide "enough value" to potentially justify a fairly high price tag, but in their case it's not actually fair because the problem is that nobody else is even allowed to try to provide similar value at any cost. For example, both Google and Apple provide "free" push notification infrastructure, which is sort of necessary: if everyone was running push notification infrastructure, it would be pretty bad for battery life. However, the net effect is that you're being forced to price all of the value that they provide as platforms, into their marketplace, whether or not your app needs or wants their "value", and that's the problem. This doesn't quite compare to the situation with Steam, and I think that warrants more recognition.

Frankly, Steam sucked ass when it first came around. It was relentlessly mocked, and the only reason people tolerated it was because you needed it to play Half Life 2. But... they never stopped improving it. And frankly, even if this makes Valve a "worse" company from a position of investors and onlookers, it has made Valve a better company for consumers to be able to trust. It's pretty obvious that not every product or service Valve puts out is fantastic, but in the same token that things which are easy at "normal" companies are impossible at Valve, things that are impossible at normal companies appear to be possible at Valve.

I hate to romanticize it too much, but I'm not even a huge gamer, and I still feel like Valve has done very well by most of their consumers and developers. If anything, the biggest trouble they seem to have is deciding how exactly to moderate/censor the Steam store, given all of the different external pressures. Now that is a tough problem and they've had a tough time figuring it out.

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

#92

Earlier quoted context omitted.

Deadlock is awesome. I'm in the alpha and I've been totally hooked on it. It's the first multiplayer FPS game that my friend group and I have been excited about in probably a decade. If the reddit rumors are believed to be true, the former leads of DotA (Icefrog?) and TF2 (Robin Walker) are heavily involved in it's development.

Isn't deadlock just Valve's take on Valorant? It will need to do something very fresh if it wants to compete. Valorant felt extremely fresh and slick compared to both CSGO and Overwatch while fitting nicely inbetween. They brought innovation and UX improvements to the format that even CSGO ended up copying after it had been resting on it's laurels for too long.

Valorant just felt like CS to me. Hated it for all the same reasons I dislike CS.

Deadlock is more like a moba shooter.

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

#93

Earlier quoted context omitted.

Isn't deadlock just Valve's take on Valorant? It will need to do something very fresh if it wants to compete. Valorant felt extremely fresh and slick compared to both CSGO and Overwatch while fitting nicely inbetween. They brought innovation and UX improvements to the format that even CSGO ended up copying after it had been resting on it's laurels for too long.

Deadlock is quite different to Valorant in key ways. Rather than Valorsnt, which is essentially Counterstrike with hero powers. deadlock is Valorant plus Dota2. There are creeps and base management and extensive items. I certainly think Deadlocks ui is unfinished, but the gameplay is certainly something that hasn't been done super well. I don't love deadlock yet but haven't played it much. Plus, my opinion means noth…

So, just Super Monday Night Combat again? ;)

(That’s not a bad thing but first-person MOBAs have fallen from favor a bit… which I suppose does leave a market gap.)

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

#94
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…

You always have politics. Managers tend to be political ninjas, so they make it worse. I've been programming professionally for over 25 years at this point, worked at many places, and I couldn't tell you what value a manager brings. I know what they do - which is hold meetings that take time away from real work, and ask people "is it done yet". But I've never seen anything get done faster or better as a result of som…

I've had good managers make decisions to steer the effort efficiently. Also, they can act as tie breakers in disputes so that reasonableness can previal.

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

#95
post #81
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…

> things that normal companies do successfully are impossible at Valve. By "things" do you mean "build an even moderately successful PC game distribution platform"? Because no one else has managed to do that. Epic, EA, Xbox, Ubisoft, and a dozen others have tried, none of them reached 10% the popularity of Steam, and if they still exist today its because they have one keystone game keeping them alive. Or, by "things"…

I imagine what is impossible at Valve is keeping people working on projects that the employees have lost interest in. I suspect this is what is happening in CS2. As a player, I can feel the lack of interest in the well-being of the game, the lack of skilled talent working on the fundamentals. Even though this game has made Valve more money than any other game on its platform, they just don't support it enough probably because it just doesn't excite the employees much anymore.

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

#96
post #34
post #18

Earlier quoted context omitted.

Steam isn't an unimpeachable monopoly, their competition is just so much worse.

I disagree, many of the competitors do what is necessary just fine. There is a strong sentiment with many gamers of just not wanting to use an alternative and it is basically a non starter for many other stores. Many complain about the very idea of not all of their games being in the same place. This isn't necessarily anything monopolistic done on Valve's side. But it would be very hard for another store to make any…

[deleted]

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

#97

Earlier quoted context omitted.

Page 20 has an employee with a HL3 shirt. It really is one of the most tragic tales in gaming history. Half-Life Alyx only being available on VR was the final nail in the coffin. I will never play it.

Controversial take, but it’s not that good anyway. I remember someone at Valve, maybe Gabe Newell himself saying something along the lines of, “We are still capable of making a Half-Life game.” I’m butchering the quote. Anyway, it’s just not true. If you compare the length and meaningfulness of Half-Life 2, and the following episodes, Half-Life: Alyx feels more like it belongs in the same category as Half-Life 2: Los…

Valve is transitioning into a mini-Apple, ie a consumer hardware company with a cash cow marketplace.

HL: Alyx was more of a tech demo for Valve's work in VR R&D. I'd be curious what Valve ends up releasing in the next 5 years, given how heavily they've been hiring in the CV, Hardware, and Spatial Computing space for the past few years now.

Once Valve "solves" VR Gaming, I wouldn't be surprised that a HL3 would be released shortly.

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

#98
post #33

Earlier quoted context omitted.

I am saying it’s not a monopoly at all because it’s a) not the only player in the PC games store market and b) has no mechanism in place to be able to enforce such a position even if it was.

You can go back in history and apply that logic to any company and claim they weren't monopolies as a result. Standard oil and AT&T had plenty of competitors, none were able to grow beyond extremely small scale.

Making comparisons across industries & time periods is not going to work well, especially at a superficial level.

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

#99
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…

> near-unimpeachable monopoly

The failures of other companies trying to emulate or capture that market do not a monopoly make. There is no real moat for Steam beyond customer loyalty and the fact that nearly every competitor sought to gain market through anti-consumer moves (exclusivity) rather than value-adds, and almost universally with shittier software to boot. There are a few notable counterexamples (GoG is a good store, value add, respectful of customers; but just didn't have the juice to establish itself beyond indie/abandonware games; Itch.io is doing fine in its niche).

Just because customers prefer a product does not mean it's got an unimpeachable moat.

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

#100
post #70

Earlier quoted context omitted.

They could get away with it because there was no competitor like Steam.

Yes, that's the effect a monopoly has on the market.

You're replying to a chain about how valve got steam started, are you suggesting that the market was existing in a state of monopoly prior to their actual existence of the product you say held that monopoly?
Post reply on HN