I've always assumed part of what's taking so long with the newer games is the new engine they've been developing at the same time.
The issue is that Valve's culture may be impeding any other game developments that aren't part of 'as a service' approach. The HL and Portal games were done before that approach proved viable and tenable with the western market. But now that they've been bitten by the bug it seems like everything has to fit that mold, and that the employees aren't going to try and sway most of them back to make a SP focused games when they have that very profitable and immediate business going on.
I would hate for Valve to stick only to those kind of games. In the past they were always waving the flag of Single-Player every time 'SP is dying' articles came about. But now i'm really not sure if the flag hasn't been folded. Valve didn't even bother with Portal 2 SP DLC. There have been no official info about any new SP project and even their Steam client development is being hampered by their working model.
And maybe the most infuriating is Valve's deafening silence on anything bar CS\DOTA\TF updates which really is perplexing. That's inexcusable no matter what your office culture is like.
Gabe Newell talked a little bit about Half Life 3 and it's development process on a podcast interview a couple of years ago. He explains whey they aren't talking about Half Life 3.
Time to go back single player gaming, Valve? Everything in Valve seem multiplayers, such as games in dev are all multiplayer, open office, etc...
The issue is that Valve's culture may be impeding any other game developments that aren't part of 'as a service' approach.
This sounds like the endless whining of a disgruntled former employee to me
It's the stack ranking and devs backstabbing each other stuff that is the real story here, the rest is kind of more generally applicable stuff that can suck with all open plan offices.
Pretty much.
These are kind of "generic" complaints that could be leveled about any office space. I mean he literally lists stuff like the temperature being either too hot or too cold. Lighting is too bright or too dark, or wrong color spectrum (!!!).
He sounds like a cranky old man complaining about his retirement home.
Yeah, open offices are objectively a bad idea for a software company but they're both a common one and one whose overall productivity/environment hit isn't that big, ultimately.
Stack ranking, on the other hand, is something that almost nobody but Microsoft has ever done, in large part because it's basically the most toxic, socially destructive, and unproductive possible approach to employee evaluation.
Uhh, what? It's been used by thousands of companies. GE were one of the first to use it, before MS. Expedia, yahoo, nielsen and many other companies have or still use it. It was a pretty big hit in the 80's with managers. MS employees just popularized how shitty the system has, and they got the most attention, but they certainly aren't the only ones to have this system.
Many companies avoid using the phrase "stack ranking" since it's somewhat tainted. As an example, I believe yahoo calls their system "quantitative performance reviews".
Uhh, what? It's been used by thousands of companies. GE were one of the first to use it, before MS. Expedia, yahoo, nielsen and many other companies have or still use it. It was a pretty big hit in the 80's with managers.
But when it's taken in larger context, and doesn't imply someone's doing good or bad by itself, im not as convinced.
This was prior to Microsoft itself dumping the system.Clifford Stevenson, lead management researcher for the Institute for Corporate Productivity, a Seattle research firm, said his organizations 2011 survey found a decline in the number of companies, especially those that are high-performing, using the approach.
The percentage of companies reporting that they used a forced-ranking system declined from 42% to 14%, he says.
Questions were raised about the Welch approach as far back as the early 2000s, when employees of Goodyear and Ford F -0.90% challenged the rankings as discriminatory. Employees at both companies claimed they were singled out because of their age and, in 2002, Ford paid $10.5 million to settle two class actions suits. Both companies later dropped the evaluation system.
Microsoft also settled lawsuits with employees who claimed the forced ratings led to racial discrimination by predominantly white male managers, and Conoco COP -0.20% settled a lawsuit brought by the Justice Department that accused the Houston-based company of using the appraisals to favor cheaper foreign workers over U.S. citizens.
Pretty much.
These are kind of "generic" complaints that could be leveled about any office space. I mean he literally lists stuff like the temperature being either too hot or too cold. Lighting is too bright or too dark, or wrong color spectrum (!!!).
He sounds like a cranky old man complaining about his retirement home.
HL3.
I think a lot of people might be stopping after reading a few paragraphs since that's rarely mentioned.It's the stack ranking and devs backstabbing each other stuff that is the real story here, the rest is kind of more generally applicable stuff that can suck with all open plan offices.
@richgel999 Just want to say that not all of us drink Kool-aid Pros >>> cons for me, but I recognize that there's a *lot* of work to do.
Geldreich in the blog comments said:Sure, it's all just shades of gray. Forget the science, we need another hat yesterday man! We're raking in 1.21 gigadollars per microsecond here, obviously what we're doing is right and perfect and you're crazy for questioning it. Get back to work! ;-)
As some point there are things that NEED to be said, previous employer or not.
Hes looking at the situation from his prism only. An open space is my favorite way of getting things done and hes treating human interaction like a disease.
Yeah, that was (badly) exaggerated. It was a big management fad at one point, but it never had all that much currency in the tech world that started exploding soon after, since it was kind of a big-business relic. Microsoft was the prominent tech company that both adopted this strategy and stuck to it absolutely for a long period, and thus the clear demonstration of exactly how terrible it is.
Of course nowadays you have companies like Valve who just adopted it because they were staffed with former MS guys and trying to think of their own HR rules was too much work, or all the new tech giants falling ass-backwards into reinventing it by setting up ill-conceived "objective" review systems, sigh.
What do you mean? Stack ranking is literally just a tool to decide that people are doing good or bad based on comparison to other employees, absent of all context. If you don't force-fit people to a bell curve or ordinal numbering it's something different.
Valve barely even talks about their own games they're not going to respond to this outside of an interview in 8 months where Gabe goes "We don't talk about employment issues and people have varying opinions about things."Btw if he writes that blog post, then what? Can we expect Valve to actually respond or Goffin will stay the only one who stands up for the company? The press will probably jump on it, and other devs and gamers etc...
Valve barely even talks about their own games they're not going to respond to this outside of an interview in 8 months where Gabe goes "We don't talk about employment issues and people have varying opinions about things."
The open-floorplan stuff here is really kind of a distraction. The core issues at Valve (which have been reinforced by a long stream of ex-employees with very similar complaints) have to do with a management culture that doesn't scale and which is broken at the current scope of the company. Bad office space is just a symptom.
Open spaces are thoroughly destructive to productivity in creative industries. This isn't an opinion or anything, it's a factual conclusion that arises naturally from several long-established observations about work:
- Creative work isn't done consistently over time; it's done in peaks and valleys, with periods of apparent slacking interrupted by periods of high productivity
- Periods of high productivity have a high refractory index from interruption -- someone might be able to get a ton of work done in a two-hour block "in the zone" but take a half hour to get back in after one five-minute conversational distraction.
- Employees work better when focused on their own individual deliverables and less well when focused on the relative performance of other people around them, and open plans encourage the latter.
- The benefits of random conversation and information exchange between employees arise primarily at first points of contact -- i.e. when two employees start a conversation about what one of them is working on. You get these just fine when people run into each other in the hall or the breakroom, or get lunch together cross-department, while being in close proximity all day means you only get these at a few specific times.
This is putting aside all the narrower issues, like how unreasonable it is to expect everyone to be a constant aggressive extrovert just to work in an office. The floorplan thing is kind of like the crunch time issue: you can't trust people's subjective assessments of their own productivity, when these factors consistently tank productivity in objective measure.
Getting back to the bigger picture issue, you get this at a place like Valve due to a bit of a cargo cult mentality -- they see how startups can be successful in cramped quarters with flat organizational structures, and try to copy these at a company whose size demands very different strategies for success.
Im not trying to discredit you, but in about 10 years of making games I have seen much better production out of an open floor plan than out of individual cubes. If the science doesn't support that, sure, but actual experiences matter too.
I think the best setup however, is a mix of both. Separate the teams and give them a little bit lf autonomy but still get the benefits of an open space.
Yeah, I agree. Having teams of ~5 people working on the same thing sharing an office space works, going much larger than that is questionable. I like that you related it to Brook's law, that makes sense to me. Also, all-to-all communication in CPUs similarly only scales to ~4Or even what a team working on another module is doing at any given time. I mean, it's good to know your teams status. But that's 3-5 people. Any more than that and you'll run into Brook's Law/communication issues. I can get caught up at the next milestone.
In what role?
Yes I agree there. As they're not a public company they don't have to answer to shareholders about how they run their company.Which is fair enough. Isn't it? I don't see why Valve has to comment on these opinions.
Yes I agree there. As they're not a public company they don't have to answer to shareholders about how they run their company.
I was just saying that as a very quiet company they're super unlikely to be talkative.
As a developer myself, fuck that.
I need my own office room, so that I can concentrate.
Valve sounds like an absolutely toxic work environment.
Stack ranking hugely fell out of popularity: http://fortune.com/2013/11/18/microsoft-ge-and-the-futility-of-ranking-employees/
This was prior to Microsoft itself dumping the system.
It doesn't help that the system is also often a tool for bigotry:
Lol, really? And you consider this to be reasonable?!
So, why doesn't Gabe Newell fix issues like these, is he too busy playing DOTA ?
So, why doesn't Gabe Newell fix issues like these, is he too busy playing DOTA ?
Hmm, I find opposite to be true. Shoulder height cubicle spaces make me feel suffocated. I love open office design, where it feels more like a classroom space than a stupid walled up corner where you jerk off. My corporate office is open space and I love the organic feel to it. Work comes naturally, and the teams function so much better. Old closeted cubicle spaces belong in 1950s in my opinion, or in heavily silo'ed companies.I agree its hard to concentrate in those open spaces. there is too much noise. I felt that too. Its also difficult if you have to manage a support line, and you cant talk to loud to disturb your coworkers, who hear, critique and evaluate everything you do, even though they dont want to.
It also creates a culture of interrupting. I was interrupting the people who knew more than me all the time. and then when I felt I couldnt bother them anymore, I just asked somebody else. and that way you ruin productivity.
bureaucracy in companies is a big thing, but at the same time, some people just half-ass it if they have their own space and are not supervised.
I think the best way is to give people their own space, but make sure they have goals to meet for the day, so they can work on the task at hand un-interrupted.
My boss, would send me emails even though we are less than 5 meters apart, because everyone gets edgy when the manager comes.
Maybe he feels that the system works as intended. There are bound to be problems in every kind of company structure, if the pros outweigh the cons and the company is successful then there's no real incentive to implement sweeping changes.
So, why doesn't Gabe Newell fix issues like these, is he too busy playing DOTA ?
So, why doesn't Gabe Newell fix issues like these, is he too busy playing DOTA ?
Too busy sharpening his knives.
The open-floorplan stuff here is really kind of a distraction. The core issues at Valve (which have been reinforced by a long stream of ex-employees with very similar complaints) have to do with a management culture that doesn't scale and which is broken at the current scope of the company. Bad office space is just a symptom.
Open spaces are thoroughly destructive to productivity in creative industries. This isn't an opinion or anything, it's a factual conclusion that arises naturally from several long-established observations about work:
- Creative work isn't done consistently over time; it's done in peaks and valleys, with periods of apparent slacking interrupted by periods of high productivity
- Periods of high productivity have a high refractory index from interruption -- someone might be able to get a ton of work done in a two-hour block "in the zone" but take a half hour to get back in after one five-minute conversational distraction.
- Employees work better when focused on their own individual deliverables and less well when focused on the relative performance of other people around them, and open plans encourage the latter.
- The benefits of random conversation and information exchange between employees arise primarily at first points of contact -- i.e. when two employees start a conversation about what one of them is working on. You get these just fine when people run into each other in the hall or the breakroom, or get lunch together cross-department, while being in close proximity all day means you only get these at a few specific times.
This is putting aside all the narrower issues, like how unreasonable it is to expect everyone to be a constant aggressive extrovert just to work in an office. The floorplan thing is kind of like the crunch time issue: you can't trust people's subjective assessments of their own productivity, when these factors consistently tank productivity in objective measure.
Getting back to the bigger picture issue, you get this at a place like Valve due to a bit of a cargo cult mentality -- they see how startups can be successful in cramped quarters with flat organizational structures, and try to copy these at a company whose size demands very different strategies for success.
I'm developing medical software. And I actually got my own office room, thank you very much. You do not want me to make errors.
I'm developing medical software. And I actually got my own office room, thank you very much. You do not want me to make errors.
Nonsense.Stack ranking is, by definition, a comparison of employees against each other. It doesn't imply anything else. All it implies is "how does A compare against B". If Microsoft wants to derive a bell curve out of that, that's an extension of their implementation. It doesn't even imply a fully linear order. What if A > B and C > D, but there's no data point comparing B and C? Who knows.
The point is, "stack ranking" doesn't imply someone is looking at the results and punishing the people at the bottom.
Suppose you've got some guy who is, say, level 6 (whatever that means). He wants to get promoted to level 7. Everybody loves the guy, he does great work. If his stack ranking puts him higher than some level 7s, that doesn't mean the level 7s should be punished for underperforming. Maybe it means this guy is overperforming and deserves a promotion.
The point is, the stack ranking result doesn't need to be looked at in isolation. It can be part of a much larger context of an employee's performance characteristics and interpreted accordingly.