Remaking the thread since the last one experienced a bug of some kind and got deleted for some reason, so it couldn't have been the mods' fault since it wasn't breaking any rules and was entirely vidya. Weird. I'll have to send a bug report to Codemonkey later.
>I worked at Valve a few years back, and I could write a book about what's wrong there. I think the biggest problem they have – which the author of this article touched on – is that "success is the worst teacher." Valve have discovered that cosmetic microtransactions are big money makers, and thus every team at Valve was dedicated to that vision. When I was there (before Artifact started in open development) there were essentially no new games being developed at all. There was a small group that were working on Left for Dead 3 (cancelled shortly after I joined), and a couple guys poking around with pre-production experiments for Half-Life 3 (it will never be released). But effectively all the attention was focused on cosmetic items and "the economy" of the three big games (DOTA, CS:GO, and TF2). One very senior employee even said that Valve would never make another single player game, because they weren't worth the effort. "Portal 2," he explained, had only made $200 million in profit and that kind of chump change just wasn't worth it, when you could make 100s of millions a year selling digital hats and paintjobs for guns (most of which are designed by players, not the employees!)
>I joined Valve because I excited to work with what I thought was the best game studio in the world, but I left very depressed when I found out they're merely collecting rent from Steam and making in-game decorations for old games.
>In theory, employees are allowed to (supposed to, even) work on whatever they think is valuable. In reality, you should be working on whatever the people around you think is valuable or you're gonna get fired really quickly. (Fewer than half of new employees make it to the end of their first year.) This usually means doing whatever the most senior people on the team think is important, both because they should know if they've been there for a while, but also because they wield enormous power behind the scenes.
>The problem with a company with no defined job titles or explicit seniority is that there is still seniority, but it is invisible and thus deniable
This bit in particular is interesting. The supposed ex-employee who made the previous statements likened this "Invisible power structure" to what was described in an old essay titled The Tyranny of Structurelessness written by a feminist in the 1960's who was part of a women's liberation group. The feminist in question wrote this essay in reaction to the power relations she observed in the women's liberation group itself. But I digress.
>An example: in my first few months, I was struggling to find a good project and a very senior employee (one of the partners, actually) took me aside and recommended I leave my current team since my heart was clearly not in it and take some time to think about what I really wanted to do, or else I'd get let go. I took his advice seriously, came up with a couple ideas, and then approached him a week or so later to pitch these projects. He got _angry_ at me, stressing that he's not my boss, and that it showed a remarkable lack of initiative that I'd ask someone else at the company what I should work on. So: he has the authority to fire me (or at least to plausibly threaten to fire me) but the moment that authority would mean any responsibility or even the slightest effort to mentor someone, he's just another regular Joe with no special role at all. Similarly, there's no way to get meaningful feedback because nobody really knows who's going to be making the performance evaluations. Sure, you can take advice from someone who's been there for ten years, but if they're not included in the group that's assembled to evaluate you then their guidance is worth nothing.
>I worked with some very smart people there, but it was the most dysfunctional and broken work environment I've ever witnessed.
https://archive.fo/LnZx5
On a related note, Artifact is still at around a <200 players 24 hour peak. Valve has been embarrassingly silent about the fact that, you know, the game massively fucking flopped, even harder than Alien Swarm. Do you think Valve will learn their lesson? Will the people working at Valve ever collectively decide to stop being such massive fuck-ups? The Epic store has so far shown itself to be an even bigger fuckup than Valve's development - shocking, I know - so there's little hope the Epic store will prove to be a big enough threat to Valve to force it to start innovating and actually doing shit like it did nigh 15 years ago.
Will the bell ever toll for Gabe and his Motley crew of Judaism?