“Weird Paranoia” at Valve, Says Former Employee
kotaku.com
kotaku.com
http://www.joystiq.com/2013/07/08/hardware-hacker-spills-on-...
From that link too it sounds like she gave Gabe Newell an ultimatum, but here she's claims she was fired because she was a trouble maker.
EDIT: The ultimatum appears to be after she was already fired, thanks for the clarification.
I've never quite believed that things could go so smoothly as they say. I'm not saying this article is necessarily true, but that I wish there were real research into the negatives of these kinds of management structures (or lack-of-management structures).
In a different vein, there's a lot of academic stuff written on Scandinavian workplace management, which is not precisely flat, but has flattish hierarchies based more on rotating and interlocking committees, rather than boss-and-subordinates tree structures. The goal there seems to be to make the sub-groups that are making decisions overt, so informal cliques don't make the decisions. So there are a lot of committees, with rotating membership to make sure they don't develop into hierarchies. E.g. 5 people are chosen to be responsible for something like working conditions, or strategic direction, or integration of foreign workers, for a term of a year or two, and then a different 5 people will hold that power next year. A big controversy there is how much Scandinavian workplace management is tied to Scandinavian culture, i.e. would it work anywhere else?
This is a more problem than networks vs hierarchies since both face this problem. All companies that succeed by definition start with a successful social structure, but as a companies increases the number of employees the social structure has trouble scaling. Clausewitz discusses a simple example of this with an army, as the army grows the number of links in the chain from a commander to a unit increases. He proposes a number of solutions (increase the unit size, increase the branching degree, split the army, etc) but in typical Clausewitzian fashion admits there is an inherent trade off between size and effectiveness.
Valve maybe choosing to stay small to avoid scaling beyond their effective structure. This is a counter-intuitive strategy in the world of bigger is better, but I'm interested in seeing how it plays out.
Valve shouldn't be a surprise. Despite all the ink spilled over management literature, even normal companies are typically full of dysfunction. There is no royal road to getting rid of defacto bosses.
I've been in companies which claim to be "flat". But that's just code for "management is less aggressive than usual". Our institutions make it hard to be flat. Analysis of serious attempts: (http://www.zcommunications.org/the-newstandard-a-parecon-wor...) and (http://www.zcommunications.org/work-after-capitalism-by-paul...)
I wouldn't call 300 people a small number for the size of a company.
In fact, Jeri Ellsworth addresses this point (I'm quoting the transcript by develop-online [0]):
"Their structure probably works really well with about 20 people, but breaks down terribly when you get to a company of 300 people. Communication was a problem. That's where management… Well if I had anything to do differently, would be to make sure a layer of management could do communication correctly."
So it looks like Valve has already scaled beyond their effective structure.
[0] https://www.develop-online.net/news/44746/Valves-perfect-hir...
Such scaling problems are not binary. They are probably less effective than they were at 20 people but they would be even less effective at 30,000. One way we might look at this is to assume (incorrectly) that a flat hierarchy is a complete graph which is the way most small informal groups are run.
A complete graph of 30 people has 435 edges. A complete graph of 300 people has 44,850 edges. A complete graph of 3000 people has 4,498,500 edges.
"Witches are not by nature gregarious, at least with other witches, and they certainly don't have leaders. Granny Weatherwax was the most highly-regarded of the leaders they didn't have."
Freeman was a member of the 70's feminist movement, and wrote this essay to critique how 'flatness' played out - and suggest alternatives.
The big, tl;dr idea could be boiled down to this: Flat organizations substitute unelected, informal leaders for visible, accountable ones.
Essay: http://www.jofreeman.com/joreen/tyranny.htm Wikipedia: http://en.wikipedia.org/wiki/The_Tyranny_of_Structurelessnes...
The origins of the hierarchy/nonhierarchy dispute on the left are a bit clearer, if that's what you're looking for. The polemics between Marx and Bakunin would be one place to start to see that side of it. To over-simplify, Bakunin thought that Marx's views had a dangerous authoritarian tinge that risked just replacing one kind of authoritarian government with a different one; while Marx thought Bakunin was an idealistic hippie out of touch with real-world situations, whose views would at best go nowhere, and at worst result in the workers' movement getting crushed as they spent all day holding disorganized meetings. For a later historical episode, something about the May '68 protests in France would probably have something informative. They were led by young leftists with non-hierarchical views, and opposed by the more orthodox French Communist Party. But I don't know as much as I'd like about that period, either, apart from the Situationists producing a lot of clever slogans.
1. information is often collected at the leaf nodes, so it must flow up the chain-of-command to be used effectively
2. power creates perverse incentives to distort information as it travels up the hierarchy, even when it doesn't information is distorted as it is compressed for fewer and fewer people (see executive summary)
3. hierarchies have to wait for signals to go up the tree and back down to act (which is why the US military has non-hierarchical decision making in places), this makes "tall" hierarchies slow to react
4. corruption of single node in a hierarchy can disrupt all nodes below or above it in non-obvious ways
5. hierarchies tend to have extremely critical nodes and cascading failure modes
Use of such structures should always be considered within the framework of a trade-off.
I would argue that well designed organisations or networks should have enough connections to route around/detect minor damage/corruption and quickly isolate the problem. For instance small world networks have this property http://en.wikipedia.org/wiki/Small-world_network .
Not all nodes in flat human networks are likely to be equal in information flow, but a plurality of high degree nodes does somewhat mitigate cascading failure due to disconnection but may increase cascading failure due to interconnection such as viruses.
The company was setup like a collection of startups. You would pitch your ideas to executive management who would green light hiring and what not. You'd also borrow or entice engineers over to your group. When I joined, it sounded very interesting, but it was a complete nightmare.
The executive management would green light things, but they'd green light 10x more than could be done by the engineering staff. The hiring queue was so long that you'd be lucky to see engineers hired for your project for 6 months. That meant stealing engineers from other groups which encouraged serious protectionism by doing things like say, loading down your group with busy work to keep your empire intact.
It was a political nightmare because no one was really in charge, so everyone claimed ownership. You had review processes for every single step of development by whatever group claimed ownership over something you touched regardless of how trivial.
The executive management rarely stuck their necks out making decisions. You had to prove something was better with data. The fact that data was easily manipulated didn't bother anyone, as long as they didn't have to take any blame.
The thing is, the company itself is wildly successful and could be held up as a model for flat organizations if you didn't look too closely. But really, it is in spite of their organization rather than because of it.
This bit of misinformation has now apparently calcified into conventional wisdom; however, 'Gatekeeper' explicitly permits code-signing without publishing through the App Store, with no attendant restrictions, and signed software is accepted by the default security settings.
All other fears boil down to merely the possibility that Apple will change their mind and disallow 'sideloaded' software in the future.
For now
What market is this company in, if I may ask?
Notably, the one which was proud to loudly proclaim it's flatness and openness was far and away the worst. It didn't quite fit the high school analogy, but it wasn't far off.
In reality, the "flat", "open" structure was actually a concentric hierarchy radiating from The Boss. The Boss > The Inner Circle > Untouchables > Loyals > The Rest.
As bad as that was, I'm still inclined to something generally flat given an exceptional leader to set the tone.
All this really tells me is, given a lack of formal hierarchy, people tend to organize themselves into the exact same hierarchies that are formalized everywhere else.
Also, I'd expect heroes to be small subset of exceptional people.
I think that open allocation in terms of project mobility is the right way to go. I also think that flat structures are rarely truly that, and that they're certainly not resistant to fast growth (more than 20% per year).
There's a paradox inherent in the fact that if there's no management at all, informal psuedomanagement appears and that's worse (because it's unstable and must compete to hold ground). What you want is minimalist, benevolent management that operates in the joint interest of the company and its people, but that seems to require a relatively rare lack of ego. You need a cultural shift to a maker's culture where people who build things are held in highest esteem, and the long-term builders/individual contributors have as much influence and credibility as management.
It's pretty rare that one can do away with management outright, though. Someone has to protect the good.
Management is basically there to provide accountability. But peer systems can also provide some accountability.
Semco has an interesting model because they do insane things like allow employees to set their own salary. But your salary will be public, and if you can't prove to your peers on a regular basis that you are still needed, you will be asked to pack up your things.
This is just one of the way that they've delegated management functions downwards, which by all accounts works very well. There is still an official hierarchy but it's more about mediating disputes or very high level strategy.
http://www.freibergs.com/resources/articles/leadership/semco...
Do you mean the opposite? Either way - "certainly" is a cheap trick. Reasons please.
The issue with fast growth is that it requires people to continuously adapt to the changing power structure and the influx of new people. Beyond a certain point, people are no longer focused on their daily work, but on making sure the new hires don't get "slid in" above them.
You read a page, then scroll forward a page, and 4 lines of text at the top are obscured. You then have to scroll back up individual lines and try to figure out where you were.
Am I the only one hating on this design trend?
While this is probably not too helpful, I didn't even notice the problem on that site because I use a portrait-oriented monitor for my web browser, the entire page was visible without scrolling.
What I wonder is, are the issues she encountered fixable? She recommends a small layer of management, but that seems like it would erode away at the system they are trying to harbor. Since the issue seemed to be specific to the challenges of the hardware division, maybe they could have just split and applied the fixes only to the hardware portion.
She pretty much says all that in the video interview, it's just a shame that people have bought into valve having a problem, rather than valve just being the wrong place for her to work and follow her desire to produce new and interesting hardware, which doesn't sound like it entirly fits the pc gaming landscape.
You say you have no idea what goes on internally at Valve but you then make a judgement call on someone's work at Valve? You seem to believe the parts of her story that are negative towards her but choose to ignore the parts of her story that are negative towards Valve? What's wrong with thinking there might be a problem at Valve? Hardware doesn't fit the PC gaming landscape?
Why don't we go with the idea that we don't have enough information to know anything of what's going on inside of Valve other than the people inside Valve?
That doesn't have a lot of do with valve, just the fact I'm saying as a PC gamer it doesn't sound like anything I'd be interested in and while she bitterly suggested there were ulterior motives, it is possible that people just weren't actually interested.
This doesn't mean that there aren't problems at valve, but I suspect the problems are fairly typical as nothing is perfect for everyone.
I didn't misunderstand your comment in that you made specific claims despite saying you know little of the internals of Valve. I just didn't understand how you could do that.
I found it interesting that you were willing to believe her story during the parts with her describing her own shortcomings, which she has been honest about, but apparently completely disagree with her negative opinions on Valve. Even though she would be a source of information of the internals of Valve since she worked there. If someone else steps forward to disagree with her then that would be one thing, but no one has (that I know of) so her story is all we have. Not that I automatically believe her but I give her story some consideration because what she describes is not that unreasonable for the type of company culture that Valve has publicly admitted that they have. Maybe it's possible that her problem lay within the structure of how Valve works and not her personally nor her project, which you only seem willing to focus on?
Also please keep in mind, she was slating valve, as far as I know they haven't criticised her. If they did, I'd no doubt look for reasons to find their opinion invalid. :p
The C64 in a joystick case (in 2004); the homemade transistors, etc.
I think what they should keep is their focus on making developers feel like at home, which Gabe so far did masterfully (he keeps moral high, he gives people what they want even in face of fire, etc.).
As someone who has been there, I'm impressed by her brutally honest introspection.
Can't hire a machinist?
Well, what exactly would they do there? What if they decide to go and write games instead? Do they have to hire another machinist then?
There's lots of talk of social cliques, and maybe they didn't handle the dismissal process right, but if she was trying to create a hierarchical hardware department (where say, a machinist is required to stay in that role), that's the end for her, or Valve stops being Valve.
She's complaining about the flat structure because she cannot cocere coders to get interested and join her project. Maybe that's because they're all chasing the big bucks and prestige or maybe it's because they're paranoid, but maybe it's just because she's not a gamer, working on an unproven prototype that doesn't seem to have any gameplay, in a gaming company filled with people who care about actual games.
Of course it couldn't be that she actually doesn't get valve and doesn't fit in, the problem NEEDS to be with the organisation, not the person who admitted to constantly complaining they couldn't hire someone cheap to do their grunt work.
No disrespect, I'm sure she's extremely talented but it really does sound like she fit the culture and I think valve were pretty cool to let her export the project and continue working on it.
P.S. I have a bias point of view. I was a pretty hardcore gamer and I really don't believe her project is at all interesting. Sometime in the future, maybe. But more likely in a venue like laser tag, probably not for a pc gamer. Thus I don't think it was fair of her to complain until she actually proved her concept.
The bottom line is that her project was just doing something different from the rest of the organization, and needed some degree of autonomy --- particularly in terms of really big areas like hiring --- to do it effectively. The flat structure was simply unable to provide that, because that requires that there be a corner of the organization where, say, software devs have nowhere near the sort of influence that they're used to having on, say, hiring as a matter of course.
From my POV it almost certianly sounded like she actually needed software folks, as opposed to additional hardware, because the nudges from valve were that her project had to actually display some interesting game play before anyone would be interested.
She relates stories about how employees would come by to play with the prototypes, so there appeared to be some interest from a gaming perspective. She elaborates that there are disincentives to work on risky or less-visible projects because of the way that the bonuses work. Assuming what she says is accurate, that sounds like a legitimate problem.
> Of course it couldn't be that she actually doesn't get valve and doesn't fit in, the problem NEEDS to be with the organisation, not the person who admitted to constantly complaining they couldn't hire someone cheap to do their grunt work.
The problem was specifically that they found machinists who were qualified and willing, but were rejected at the eleventh hour for not being a culture fit. That is a problem. I know the conventional wisdom around here is that office culture is king, but there should be some amount of flexibility in order to staff necessary positions.
She may well have a point, but that doesn't change the fact that she herself admitted her prototype was way to cumbersome to clamour interest and she hoped that newer, smaller versions would help this. It also doesn't change the gameplay sounded like an AR version of D&D, which makes it sound like a bunch of geeks playing with toy swords dressed in cloaks. Fun for some, but not exactly a direct parallel to PC gaming.
>The problem was specifically that they found machinists who were qualified and willing, but were rejected at the eleventh hour for not being a culture fit. That is a problem. I know the conventional wisdom around here is that office culture is king, but there should be some amount of flexibility in order to staff necessary positions.
Watching the video, it sounded a lot more like it was Engineers being rejected at the 11th hour while machinists were never on the agenda.
And it is rather difficult to make hardware if you don't hire people that make hardware.
However, cheeky counter. Valve spends over 5 years making sequels to half life. They're not a quick company and yet they fired her because she was abrasive after only one year of employment while workong on an R&D project. In other words, she comes across as extremely impatient.
End of the day though, she can prove everyone wrong by her project going huge after the kickstarter. However, if I were in her shoes, I wouldn't be bitterly dissing my ex-employer, I'd be estatic that they'd handed me what I thought was a gold mine. :p
Personally, I see the length of time that Valve takes to make their games as a sign of problems. If she were fired for being impatient enough to actually wanting to do something NOW, then that further proves the point in my mind. I would hope that wasn't the issue because it seems silly to fire someone over the fact that they like to produce things in a timely manner. But, I suppose it's possible because it more or less fits the story we're hearing from her.
I'm also guessing the reason some of their games take so long is because they have serious watershed moments where everybody wants a say in the game so they can get in on the bonuses.
I don't see her as being bitter towards Valve, but towards the small group within Valve that she feels is behind her and her team being fired. Which is totally understandable. From what I read, granted her words, I'm assuming that Gabe handed over the project to her because she got a raw deal.
Valve make money and they make some of the best PC games about. Even if they're not your thing, it's hard to call love and polish a problem in a world where most of the moved loved series have been slated with their recent releases.
>I would hope that wasn't the issue because it seems silly to fire someone over the fact that they like to produce things in a timely manner. But, I suppose it's possible because it more or less fits the story we're hearing from her.
>Which is totally understandable. From what I read, granted her words, I'm assuming that Gabe handed over the project to her because she got a raw deal.
My guess was more along the lines of Gabe not thinking she had anything because she mentioned they were some serious major hints that her project didn't have interesting gameplay metrics.
I have to admit, like I did in my first post on this subject that I'm bias because I don't believe in the idea, but I find it strange that most people are behind her despite the fact it doesn't sound like she's got a game for her hardware.
From my understanding she wasn't just working on the project that eventually went with her. But you do have a point, it's certainly possibly they canned the project because it didn't fit within a new company mission that apparently previously involved the project. I dispute that in any way.
But as I think I said before, I agree that her project may not have been that interesting to Valve, but that's not what I'm really discussing here. I'm talking about the problems within Valve that she claims were part of the reasoning behind all the firings that day, not just her project. It's just that she's been the only one that's somewhat vocal about it.
Meta: this place is really going to the dogs. I thought we were over making fun of "those nerdy geeks with their elves, they don't even buy A&F and smell bad".
That'd mean that while it doesn't work to her interests, valve would actually be working as intended, where people work on projects they feel interested and useful in, which is good for everyone who doesn't have a burning desire to make other folks work on their niche project.
Edit: That being said, the resolution of the situation was impressive. I think that Gabe handing over the rights to the work she did was a class act, so I definitely don't want to make it seem like Valve is a bad place. Rather, my argument is that this is a potential downside, and it'd be warranted to keep the pitfalls involved with this kind of culture in-mind.
New cool things don't come out of big companies, it either comes out of small/medium companies who did not prove their worth, or either of particular smart people or indie devs.
I don't even know how successful google is at this 20% "free time" thing. I don't think it works, because any hiring process is always biased in order to have those people work on things they want. Not only people working at google could turn this free time and environment into a success.
You don't sit talented people in a room and get success. You need to sit aware people who just have the motivation to do cool things, and let them work.
"Talent" is overrated. You can't tell a person is talented because this person had or is having success. You don't plan success, you just see it where it is, and make it happen, talent or not.
Getting hired because of talent, and you end up in your comfort zone. Then bye bye "talent".
I'm not even passing judgement. If some group is sowing discontent in what is otherwise known as a happy, fluid environment, you get rid of them. I pass no judgement on whether that environment is "right" or "wrong", but my sense was that you deal with it quickly before it spreads.
Something similar happened to Toyota - once the poster child of lean companies, then they wanted to become the largest car producer in the world, the rest is history.
I wonder - maybe it is time to pick up these clues and start being satisfied with working at companies that are fun and stable and stay small?
It sucks, but it happens.
Incidentally, this is exactly why a large portion of the Valve handbook is devoted to hiring. Letting questionable people into your company will poison the place from the inside, and then from the outside. This is a perfect example of that.
Valve wanted to get into the hardware field. Then the way she went about hiring people made it clear that it was a mistake to hire her in the first place. What else was there to do except layoff the entire hardware team, or let her ruin the company culture by acquiescing to her demands for "let these engineers work here, or this project can't work"? And maybe it couldn't. But preserving company culture is far more important than this particular project, especially at a place like Valve.
What's wrong with how she went about hiring people?
I find it questionable whether you can just assume that Valve's company culture is worth preserving wholesale if it apparently can't tolerate the addition of a few hardware people.
What if most of the team isn't comfortable with the new hire because they're a woman, or they're black, or they're queer? Is it still implicitly a mistake to 'compromise' on keeping the team comfortable and protecting your culture? This isn't hypothetical, we've had recent examples (Kixeye, Stardock's Wardell, etc).
You simply have no evidence to support a claim that she was the problem. I think it's a bit ridiculous to jump to the conclusion that she was, given the things we all know about the game industry. Lots of other explanations are quite plausible in this scenario.
I do disagree with the unqualified assertion that "compromising on people is one of the worst mistakes a technology company can make." Culture is a broad term that covers a lot of things. There are important and unimportant aspects. If you reject a person because they can't work productively in your org, that's one thing. If you reject them because they'd rather go home to their family rather than participate in your after-work Starcraft sessions, that's another. Both can be considered culture, but only one is actually important to the working environment. Furthermore, marking it as the "worst mistake" makes the assumption that compromising on culture is necessarily destructive, which its not. Again, it really depends on which points you're compromising on.
(Turns out he's now working for Oculus VR.)
Tom Forsyth: already mentioned, VR for TF2
Moby Francke: art lead for TF2
Realm Lovejoy: one of the Narbacular Drop people which turned into Portal
Plus a few others that have been there since the beginning, what you would call the core of the company.
Without knowing details it's impossible to know if they were justified or not, but they are surprising because their resumes suggest these aren't slackers.
Dear people, air your dirty linen in the privacy of your own home...