Maybe so, but to play devil's advocate, it's Valve's entire business model.
Maybe so, but to play devil's advocate, it's Valve's entire business model.
I'm long past the point of viewing them as a company selling software.
Now, if I had to offer my 2 cents why it works at Valve and not others -- games are deeply creative. You actually want your engineers to go off in their own little world and somehow capture the sparks that fly. It's nearly impossible to do this with some sprint model ("OK guys, creative thinking sprint! let's go!").
To re-iterate, the reason why it doesn't work with games is sprints are output-driven yet the creative output is not so easy to capture in this manner. Its origin is mysterious and subject to "ah ha!" moments whenever/wherever. This is why games must instead focus on process (hire the best, let them do whatever) and take a hit on strict output-driven management.
Yet, the big dogs have been pushing one game out after another. For example, WoW got bought by Activision and they couldn't get new expansions out soon enough. One of the most popular MMOs, Ultima Online, was bought by EA and they immediately started their expansion line of junk and ruined the game. This wears down on the overall brand of the game. Ultimately, output-driven management of games is a sure way to lose the creativity and balance necessary to create a gem.
My point is, I don't think Valve is hiring average or below average people. Their process works for them because great people make any process work. Or maybe great people just make their own process, which is the most Agile-y of Agile things you can possibly do.