Riot's obviously far from perfect, but this advice seems reasonable to me. Do you think following it is likely to lead to problems similar to Riot's? If there's some sort of causal link between empowering teams and failing to build an inclusive culture, I'd really find that interesting.
> Advice always depends on the context
It's not clear to me whether that's true, or what it means exactly. It seems to mix at least two senses together, one (A) where it's self-evidently true, one (B) where it's not true. (I believe that's called equivocation, and it's a very common way of going astray, in philosophy, informal arguments etc)
(A) Yes, when someone tells you something, you should take into consideration who is telling you, like when you assess the credibility/reliability of what an unfamiliar website says. Not doing that would be very foolish.
(B) The sense of the original "quality of advice" quote: You can read a quote somewhere, not knowing where it came from, or it's some author you know nothing about, or anonymous etc, and think it's good advice, and follow it. Where it came from doesn't really matter, i.e. the quality of the advice is separate from its source. Good advice can come from a "bad" source, or bad from a "good" source.
I don't know. Listen to yourself. There are a lot of companies out there that manage people well, and also didn't have such pervasive sexism problems. Let's talk about those instead.
And before you say no such company exists, listen, I personally just don't say and do obviously sexist shit. It's really easy! A lot of people go their whole lives without farting on someone's face, unlike that Riot exec. So of course if you can't get these basic things right - if you don't know you can't fart on people's faces - why are we elevating your opinion on "self managed teams"?
The bigger takeaway here is that their sexism problem was so much more devastating than their executives could have ever anticipated. It has miscolored every single aspect of what they do, a complete trashing of years of hard work by thousands of people. Why in the world would you ever want to work for these people? There are a lot of shitty MOBAs out there, truly, there is nothing they have besides a player count, that will someday be zero that no one else has or ever will have.
League of Legends remains the premier e-sport, dethroning all competitors in viewership rates and numbers.
Valorant is rapidly rising, and threatens the long-incumbent direct rival Counter-Strike
Teamfight Tactics, while not an e-sport, still remains in the top 10 streamed games on twitch.
3 releases, all (at least by twitch streams) major successes. From the product point of view, they're clearly doing something right, and whatever work culture issues they're claimed to have, they're certainly outperforming.
Note: As most of riot's releases target the e-sport crowd, I'm using twitch viewership numbers as an analogue for success. Sports, after all, are judged by popularity amongst viewers above all.
Riot is a prime example of this, but unfortunately they are hardly the exception - it is a fairly common pattern amongst the AAA game companies and publishers.
The specifics are not the same from company to company, but arguably the end result is. People are unfortunately willing to endure a lot just to get into their "dream industry".
League of Legends is a premier e-sport more so because of marketing than game design or engineering. In fact, their game client remains worse than dota 2's in every way. It's actually pretty hard to take them seriously considering their client is still such a buggy mess after about 10 years.
While the viewership of casual Valorant is greater than CS-GO, it's also not "rapidly rising" - https://sullygnome.com/game/Valorant/365/summary
And the esport viewership of CS-GO is much larger compared to Valorant.
And while Teamfight Tactics was an success, Legends of Runeterra wasn't. So they are 3/4... which is still pretty good - but can also be explained by good marketing and IP handling. Similar to the new Activision-Blizzard.
Indeed, it's debatable because it sounds weird
I don't play LoL for close to decade due to their marketing (is it even marketing? or actually their Esport stuff?)
For me LoL is great game because it changes often, so you don't get bored fast, also it's highly competitive with decent ways to express your skill
It's when the money dries up that cracks in the foundation are evident.
Saying the game doesn’t appear to be “competently programmed” is analogous to the “coded badly” that gets thrown around, not taking into account that all successful consumer software has tech debt and inefficiencies.
(I don’t work for Riot and have no affiliation with them)
[1]: https://technology.riotgames.com/news/determinism-league-leg... [2]: https://technology.riotgames.com/news/future-leagues-engine
they pushed significant changes in backbone infrastructure in e.g EU
https://technology.riotgames.com/news/fixing-internet-real-t...
https://technology.riotgames.com/news/fixing-internet-real-t...
https://qz.com/790208/how-the-company-behind-league-of-legen...
It’s been said to death at this point, but technical shortcomings can be orthogonal to a video game’s success on the market.
[1] https://technology.riotgames.com/news/taxonomy-tech-debt
https://github.com/TerryCavanagh/vvvvvv (my favorite piece: https://github.com/TerryCavanagh/VVVVVV/blob/master/desktop_...)
(There was also discussion about it on HN before as well, if one is interested: https://news.ycombinator.com/item?id=22011358)
That said, refactoring for later gains might be wasted time if you have only a certain amount of scope planned for the rest of time, counter to the typical heuristic.
- https://kotaku.com/inside-the-culture-of-sexism-at-riot-game...
- https://kotaku.com/current-and-former-employees-sue-riot-gam...
- https://kotaku.com/top-riot-executive-suspended-without-pay-...
- https://www.espn.com/esports/story/_/id/26686991/riot-games-...
- https://www.vice.com/en/article/dy8g87/league-of-legends-fak...
- https://www.polygon.com/2020/7/29/21347587/riot-games-saudi-...
> COO, Scott Gelb [...], as a comedy bit, [...] has repeatedly touched subordinates’ balls or butt or farted in their faces. [...] his punishment—two months of unpaid leave and training. [1]
From OP's interview with CTO Mike Seavers:
> Every time we sat down to go through the past quarter and plan the next one at Riot Games, we came up with a leadership theme for the quarter. For example, we weren’t going to make decisions for others for a month. This put all of us on the same page, and we got everyone to think about it and talk about it. When my direct report came to me asking, “Can I do this thing?” It was easy for me to say, “I’m not going to answer that question. You know the theme of the quarter, so you need to at least think it through before I give you an opinion.”
At least they are consistent.
[1] https://kotaku.com/top-riot-executive-suspended-without-pay-...
I have work with a few ex rioters and have interviewed a few (at the time) current ones, and have heard personal confirmation of many of these problems. It's a big company though, so some departments are better or worse in this respect.
But yeah, it's not really a great place to emulate if you're trying to build a healthy culture, at least IMO.