Absolutely agreed. Look at how effective Valve has been with a non-hierarchical culture!
Absolutely agreed. Look at how effective Valve has been with a non-hierarchical culture!
Alyx, once it gained steam, ended up turning into a hierarchical project and the largest in the company history, and was the only way Source 2 ever got finished (since they now had people waiting on it to get the game working). And it worked, as we finally now have proof that VR is a great way to tell stories. The book is excellent, and goes on sale often on Steam.
(A decent summary of the book is here: https://arstechnica.com/gaming/2020/07/valve-secrets-spill-o...)
They are also extremely selective when it comes to hiring (they are fairly small but get applicants from literally all over). So that some approach worked for Valve won't necessary work for RandomCo Inc where software is viewed as a cost center, simply because they can't attract the same caliber of talent.
The Alyx story you link is probably a great example of the greatest strength being diversity: where diversity often means breaking your own rules when appropriate.
Even the Roman Republic's Senate reserved the power to appoint an omnipotent dictator in times of need.
I know Github had kind of similar culture in the beginning, with flat hierarchy, but that changed at some point. Then there's Zappos which is famous for their holacratic approach, but earlier this year I've read some articles saying that internally they move away from that model.
I've listened to some of the design commentaries for the game, and I was really impressed at how much time, effort and user testing Valve was willing to put in to every detail. VR is a new medium, and it's impressive to see an organization learn how to take advantage of it so thoroughly. It takes a special culture to make space for people to try things and indulge in perfectionism—takes a lot of money too, of course, but other AAA studios have just as much but don't hew to the same standard.
I know Valve's approach is controversial and I'm sure it's not perfect, but it's clearly doing something right that very few other companies are. I've seen small teams work in ways like that, but never at scale. One of these days I'd love to work at a company trying something like that. (Probably not in video game development though :P.)