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Member
(04-21-2012, 02:48 PM)
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#105
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Member
(04-21-2012, 02:55 PM)
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#110
Ah, I didn't read the whole thing yet (damn uni work). I probably was thinking about their development approach with the cabals.
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Member
(04-21-2012, 02:56 PM)
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#111
Basically, if the handbook stressed how important the customers are ('the stewards of long-term relationship'), then why hasn't Valve done what many customers are asking for: either Half-Life 3/Episode 3 or something completely new and different from Valve? I don't even care if they hand off the Source Engine to another developer and have them make a new game or modify it a bit for their game (like how Epic does with their Unreal tech).
My point is without knowing how someone working there feels (or can admit/discuss without breaching their NDA), if I were an employee of Valve, I would just feel like the company is a company for the Steam distribution platform and that's it. I'm sure Valve have prototypes/cool concepts that are being worked on but will never see the light of day because 'Valve knows what's best for their customers.' At the same time, I would like to believe that Valve is more than Steam and more than Half-Life/Portal/Team Fortress 2. But that's from the outside looking in. |
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Member
(04-21-2012, 02:56 PM)
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#112
I guess it's those "interview comittes" or maybe they simply ignore him until he quits the company. It's probably a bit of both...
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Member
(04-21-2012, 02:56 PM)
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#113
Yep. Reading through the handbook I felt intimidated as fuck. Being the lazy person I am having no direction in such as massive studio would be a nightmare. I can imagine if you get used to the structure it'll probably be the best job in the industry no doubt.
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Member
(04-21-2012, 02:57 PM)
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#114
This isn't covered in the Handbook, presumably because it's a rare occasion. It's even mentioned that nobody has ever been fired from Valve for making a mistake, as mistakes make for great learning experiences.
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Cock Encumbered
(04-21-2012, 03:01 PM)
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#117
Gabe will eternally have the right to pat himself on the back for that decision.
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Member
(04-21-2012, 03:03 PM)
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#119
Honestly, what makes you think they aren't working at these things?
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Member
(04-21-2012, 03:05 PM)
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#121
Quote:
Quote:
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Member
(04-21-2012, 03:14 PM)
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#123
Quick someone get that guy that did the math to Diablo III
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Will Suck Cock While GDGF Watches
(04-21-2012, 03:21 PM)
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#127
Stuff like Half-Life 3, as much as I desperately want it, reside in the realm of creativity and art, and the fact of the matter is you cannot force or rush good creative work. Customers desperately want Half-Life 3/Episode 3, but how do you make someone pour their creative mind into a project that they may not be passionate about? End result in cases like this is almost always something that feels forced, uninspired, and lacking the artistic integrity and passion that creators would normally pool into a project they're attached to.
Not that I think Valve has actually abandoned Half-Life, I just think forcing their staff to work on Half-Life 3, regardless of consumer demand, is contrary to the very philosophy their business runs by. They live by their customers, but creativity is not their slave. |
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Member
(04-21-2012, 03:22 PM)
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#128
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Member
(04-21-2012, 03:25 PM)
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#130
To be honest, I wouldn't be surprised if they hadn't already come up with that answer before now and are working on something, but that's just my guess. |
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Member
(04-21-2012, 03:33 PM)
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#132
I rarely ever read Employee Handbooks if I don't have to. I read Valve's.
Sounds like such an interesting and awesome place to work. Really wish I went into game design now... Also explains why HL3 probably isn't really being worked on.
Last edited by Ultratech; 04-21-2012 at 03:36 PM.
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Member
(04-21-2012, 03:51 PM)
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#135
Can't believe I listened to that podcast yesterday and never knew Ricochet 2 was code for HL3. I half tuned out on that part. I was like, "Who gives a fuck about Ricochet 2? I've got Ricochet 1 in my Steam library and I don't even know what it is. That's how little I care about that." :lol Above quotes certainly make a lot more sense now:)
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Member
(04-21-2012, 03:51 PM)
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#136
Originally Posted by BigNastyCurve:
Last edited by Glass Rebel; 04-21-2012 at 04:03 PM.
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Member
(04-21-2012, 04:00 PM)
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#137
The only reason they can run their business this way is because of Steam.
Fairly simple. Because their other revenue streams cannot sustain a business model like this.
Last edited by TheChewyWaffles; 04-21-2012 at 04:06 PM.
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Member
(04-21-2012, 04:03 PM)
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#139
I wonder how Valve appears to the non-traditional hires they make. Of course anyone in the games industry is going to understand the quirky cooperate culture displayed in the handbook, but the people outside of the geeky gaming medium could find it quite alien I imagine.
The internal workings of Valve are something of a riddle, there is a section which mentions Gabe's hiring of the Digipen guys and gals who worked on Portal in relation to occasions of Gabe making significant decisions in isolation, and frames it as a rare case. From what I've read that's not really true. The Final Hours of HL2 and Portal 2 both heavily indicate Gabe as being very much the ruler of the studio. It would be interesting to know why whoever has been fired was fired. If they've really lost about ten employees in ten years, and the handbook suggests no one has been fired for making a mistake (implying people have been for other reasons), I'd be interested to hear what. |
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Member
(04-21-2012, 04:05 PM)
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#140
Last edited by JaseC; 04-21-2012 at 04:14 PM.
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Member
(04-21-2012, 04:09 PM)
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#141
Originally Posted by BigNastyCurve:
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Member
(04-21-2012, 04:12 PM)
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#143
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Member
(04-21-2012, 04:12 PM)
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#144
I think the customer is more of a useful measuring tool for your decisions in creating a game that the customer will play, you can question every design and every graphic and every line of code to make sure you are constantly adding things that the people who play your game will value. This is not to say that delivering more of a popular thing in a timely manner is the wrong answer to those questions (see: Left 4 Dead 2), but it does mean you make your decisions case by case and day by day with the hope that in the end your customers will get the best experience they possibly can and have absolute faith in your ability to deliver incredible products. And in that, Valve succeed. |
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Member
(04-21-2012, 04:13 PM)
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#145
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(04-21-2012, 04:13 PM)
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#146
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card-carrying scientician
(04-21-2012, 04:16 PM)
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#147
When I was just studying Mechanical Engineering I would never have had a chance at getting a job there. Now that I'm shooing for a Masters in Industrial Design and Human Factors there may appear a pinprick of light on the horizon...
Oh who am I kidding |
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Member
(04-21-2012, 04:18 PM)
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#148
Is there anything out there that suggests valve selling multiple millions of every game they release using this model is unsustainable? |
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card-carrying scientician
(04-21-2012, 04:19 PM)
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#149
It may have a psychological effect of reduced pressure in terms of "will this next game allow us to survive"
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