Who's the Boss? There Isn't One
wsj.com
wsj.com
The fact is, you can afford to have a goofy office like this when you've already achieved a comfortable level of success. Valve has been free and clear ever since Steam became the go-to place for digital game distribution, and Github is pretty comfortable in its place as the top source code host.
Emphasizing these companies kooky structure conflates correlation and causation. It's not that they're profitable or interesting because of their management structure: instead, they can afford to play around because they were early movers in a very profitable space.
However, while Steam is certainly a very big deal now I think it is silly not to mention Half-Life as a very important part of Valve's early success. Half-Life was very successful and the fact that it, its sequels and the Source engine begat so many related franchises like Counter-Strike is a big part of the reason Steam was able to leverage a huge built-in audience and succeed in its early days while so many would-be-competitors failed.
The point I am making is that these wouldn't have occurred to the Valve founders in a vacuum. They were built on top of what they already knew worked. So it's not a matter of playing around but rather trying to copy what you think works well in your past experience and ditching the rest.
Anyone with even an ounce of management skill and education knows that when you have skilled people working for you, you get out the way and let them do their thing. This isn't exactly news.
I'm serious: I find this inspiring, and would love to know other companies doing something similar.
We're doing it, too, at my company Funding Gates (http://fundinggates.com/jobs)
"Anyone with even an ounce of management skill and education knows that when you have skilled people working for you, you get out the way and let them do their thing. This isn't exactly news."
I don't know about the internal organization of the teams
20% time policies are another variation.
The whole notion that everyone is responsible for product is pretty mainstream at this point, increasingly so since the whole "lean startup" concept gained traction.
Semco, a Brazilian manufacturing company, has been using a "boss-less" style of management since the 1980s. From what I understand they were not exceptionally successful before they implemented this management style.
GitHub has always run this way, since it was 4 people. When we tell people how we operate, they have always responded that it will never scale - people have told us that since we were 4. We're now at nearly 100 employees and it's still working great. Valve is 300 and Gore has several thousand, so we're pretty sure we can keep going this way. We are slightly different than Valve, but their handbook really resonated with the way we do things. The main difference between companies like Valve or GitHub and many other companies is that we don't look at other places and ask ourselves how we can copy their structures, how we can cargo cult their success, instead we look at our problems and ask ourselves how we can address them in the best way possible. It appears that Valve has done the same thing and we've come to some similar conclusions.
I think this is a big reason why we've been successful - that we ask ourselves this when approaching product too. You say we're sitting pretty at the top, but when we started there were tons of source hosts. Valve was just as bad - starting in another industry that was totally saturated. The reason we were able to break through I believe was largely due to the fact that we thought about problem solving differently than the industry leaders that we started up against.
The real point you should take from the article is not that Gore or Valve or GitHub are lucky, but that we approach problem solving in a very different way and that might be an interesting thing to take a look at. If all you read in an article like this is that we're 'goofy' or 'kooky' then you're missing everything that's important and it's a waste of time for you to read the article at all. In fact, if that's what you take and then you try to copy us you will fail horribly in what you do, because you're blindly copying the least important of the many symptoms of this approach.
Approach problems from first principles. Figure out what the best possible experience would be for the person using your product (not just the person buying it). Make that experience a reality. Don't copy anyone. Do that same thing internally. Now what does your company and your product look like? That should be what you take from this article.
The same arguments get made against replacing the industrial food system with local farming.
Well said, sir. Reminded me of this article on cargo cult management [1]
You know, if you are just starting to found a company with 2-3 friends, chances are you jump into eachothers' roles as needed. There may be an official hierarchy but chances are pretty good that this hierarchy exists mostly on paper. As you hire employees, typically you want to maintain control and this is where management structures come in.
I think that there are all sorts of possible management structures that could work and these have different advantages and disadvantages.
Also the problem with having the team evaluate someones performance is that teams are vulnerable to cliqueness and groupthink and you may therfor often end up with decisions that are based more on popularity than anything else.
In theory at least a good manager should be able to step back from the inter-employee politics and make judgements with some degree of perspective.
My experience though is that it is rare for managers to step back and that they are just as susceptible to groupthink as teams are.
Or similarly, how do you determine that some devs build awesome video games while others maintain a corporate intranet or do some much more mundane task?
Clearly, it works. And in a theoretical sense, I can see why when everyone has somewhat similar skillsets. Can someone fill in the blanks for me when there are specialists and support people involved?
What's my point? Just that it's easy to over-fetishize a non-heirarchical structure, but it only works (a) under certain very specialized circumstances and (b) with a little bit of smoke and mirrors.
If we can figure out how to build software without bosses, I'm confident we can figure out how to clean toilets.
In the history of human hierarchies, I think Valve will be neither new nor notable.
Work democracy and self-organization are old ideas. They go back at least to late 19th century anarchists. At that time they were so far out that only utopians and revolutionaries took them seriously. That we now plausibly discuss them is already notable in the history of human hierarchies.
The areas I would worry about more would be areas where you have direct customer deliverables at stake, and where you need a team of people to ensure this. What happens when people switch teams? How quickly can you get a replacement? The article said that hiring often takes a while....
Those menial tasks get done when everyone believes in the end result. Usually without complaint. You may well be very surprised at how it works.
(Mind you, the engineers who are used to having someone clean up after them have taken longer to pitch in - but they all eventually join the party. =)
It's worth noting, that we're not "flat" as far as structure goes, there's an operations manager as a foreman, and there are two of us partners at the top who set clear directives. However, we let anyone do anything they find interesting - the key is that they must -do- and not -talk-. If someone has an idea, they can get it done as long as they meaningfully contribute to it and shepherd the process - produce mechanical designs, circuit design, software, or simply make new jigs to make an assembly process more efficient. If they can show me they tried to make something and failed because tooling was inadequate, I buy a new machine for them.
But, yes, I agree it does only work under certain specialized circumstances: it works best at small companies that don't have a lot of interaction with enterprises. =) Trying to sell or work for an enterprise largely requires you to behave like an enterprise as well.
Smoke and mirrors? At the end of the day, even in the most lauded cases, someone has to write the check or pay the consequences. They always have a veto.
[a] - Originally, I had offered anyone the same rate as a cleaning crew to take on the responsibility. No one bit.
Note to startups: Your local 50+ and 60+ people may like the involvement. You could get a lot of experience/support for not much money depending on how local pensions work.
If you're interested, here's some info on Mondragon http://en.wikipedia.org/wiki/Mondragon_Corporation
Considering how larger society often 'ranks' and rewards people (e.g. celebrities, local politicians), I wonder if these schemes could be a breeding ground for contempt or cronyism.. or, more likely, people who are happy to work at such companies rank compensation as a high priority and mismatches aren't that important?
The idea of worker autonomy is implied a lot here. Should that go hand in hand with workers having a direct influence and role in determining their compensation with whoever holds the pursestrings?
Wonder if that kind of 'firing' ends up in court?
The reasons for firing someone can be documented just as well by a team as by an individual.
And remember, these are US companies, so employment is at-will.
But, in the US are there not even civil remedies? Could someone claim 'mob rule' or 'whispering campaign'?
If you need to "whip up votes", this will say more about you than the person you think isn't doing a good job.
Borderline cases are trickier, but they are for managers too.
I can only assume that the actual firing process involves a lot of hushed talking followed by an approach to gaben followed by a discussion followed by a "sorry, bye".
One could in fact suggest that the flat management structure only works when there is exactly one clear owner of the company. Everyone can pretend that everyone gets a say, when it's clear to everyone who really has the final say.
It doesn't matter that much, of course, if Valve never finishes the Half Life series; they'll no doubt continue to make other projects which rake in the bucks. But for most companies you can't just abandon a cash-cow project like that. What would happen to Toyota if all the engineers decided they really wanted to work on sports cars and nobody could be bothered to work on the next iteration of the Camry? What happens if all the employees for the water company decide to design a new dam and nobody stays on the maintenance team to stop the existing dam from bursting?
But as long as Valve is making enough money, the employees can work on whatever they want and Gabe won't care.
This is why many of the "unsexy" parts of Valve are in utter disarray. The Steam chat network and steamcommunity.com goes down at least once a week. And their security isn't very good. They lost credit card information earlier this year and they think encrypting your password with Javascript RSA ontop of SSL is going to help.
The dilemma in other words is: If you don't have a hit, it is hard to create one. Once you have a hit, it is easy to monetize, but will not last forever. In other words you need to both milk the cash-cow and produce new hits. It seems Valve is doing the latter excellently, but maybe they should build a separate organization for doing the former, since their inner workings is not optimal for that. Milking the cash-cow is often much less demanding, and more tolerant to mismanagement, so it should be a prime candidate for outsourcing.
I'm struggling to see why producing a chain a hit games and making the company millions and millions of $ in the process instead of working on a sequel that the developers didn't have a strong vision for is a flaw personally.
Sounds like the system is working. When and if some of the developers stand up and say, "you know this is how HL3 should be" and convince the others to follow them, then we'll get HL3.
And... while it is a lot better than a bad boss, no management is not ideal in my experience. Ideally what you want is a good manager.
In my current (traditional) workplace, you're responsible for your own grunt work, there's no pushing it off on someone else. That is enforced by management, however, and if that traditional management disappeared, I imagine the distribution of grunt work is one of the first things that would change.