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#1 | |
![]() Join Date: Oct 2009
Reputation: 221
Posts: 167
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Considerations on the New Employee Handbook
Sorry in advance for the long thread.
Thanks to those fine guys at lambdageneration, I had a look at Valve's New Employee Handbook. Damn interesting read. Lots and lots of materials for thesis students. Valve in itself is a case study for any management engineer out there. There's one concept in particular that I'd like to share here: we all knew already about the unusual organizational structure of our favorite company, but the Handbook elaborates on that. It adresses explicitly many issues raised when facing this non-traditional organizational structure. But as I was reading, something dawned on me, and I told myself "They have to be aware of this potential pitfall". While I continued reading I found it there, plain and simple: Quote:
In other words, I think this is what happened to Episode 3. On one side, you have the heavy inheritance of HL2 and the episodes, with all the emotional baggage they bring with them, and the plot, the gigantic overarching story behind that universe. On the other side you have a quick game, Portal, surprisingly successful, involving new mechanics and new gameplay concepts beyond the "simple" FPS genre, offering a huge potential for innovation. Or, consider L4D instead of Portal: huge success, new teamplay concepts, the AI director, all this stuff in a game which took comparatively a short time to release (and consider how short the timespan was between L4D and L4D2, which confirms this). In an organization where nobody tells you what to do, where you choose your own path, what would you rather work on? The highly anticipated sequel, burdened by its predecessors fame, or the comparatively shorter term projects involving exciting new possibilities? Of course, you could weave new concepts and new gameplay modes in Episode 3 as well, but in the case of Portal and L4D they are already there, easier to achieve, you just have to expand on the work done on the first two games, which barely scratch the surface of the possibilities contained within the new mechanics. I can therefore imagine how many people unplugged their computers and moved their desks to the Portal 2 or L4D2 teams corner, while Episode 3, being a long term goal full of plot ends that need to meet somewhere, with a smaller innovation potential and a lot of uncomfortable background to accomodate, in short "the old thing", got cornered and somehow forgotten. We kept saying "well, there's many people at Valve, and if a certain amount is working for L4D, TF2, or Portal 2 doesn't mean there's nobody working on Episode 3". True, but with the insight on the inner workings of Valve that this Handbook gives us, I can definitely see how Episode 3 as a project would appeal less than other projects and suffer from that. In fact, I think definitely Ep3 suffered from this potential pitfall in short vs long term focus deriving from the organizational structure at Valve, which would be my take home message for this drivel. Again, sorry for the loooooooong post. What do you guys think? Last edited by cementino: 04-24-2012 at 12:57 AM. Reason: How do I edit the title?! Ok, found it. |
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#2 | |
![]() Join Date: Apr 2012
Reputation: 8
Posts: 60
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Honestly, I wish they would have had that hand book years ago, because now I can understand why it's taking so long, and I can support their actions. |
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#3 | |||
![]() Join Date: Oct 2009
Reputation: 221
Posts: 167
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Quote:
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Also, welcome to the forums! Last edited by cementino: 04-24-2012 at 02:29 AM. |
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#4 |
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Banned
Join Date: Dec 2010
Reputation: 701
Posts: 1,421
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Actually nobody ever left the Ep3 development team.
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#5 |
![]() Join Date: Apr 2012
Reputation: 2120
Posts: 1,596
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My personal opinion is if they have in fact been working on ep.3 this whole time even if it is just a few people shouldn't it have been out by now. I think they were planning on releasing ep.3 but they got side tracked (portal 2, L4D, L4D2) looking out for the companies best interests. But before they knew it 5 years had gone by and now with Dota 2, Counter Strike GO on there plate its way past the episodes faze. With the HALF LIFE series being there destroyer(flag) ship series they feel like they need to impress us once more with it. I'm not sure they can still do that on same old Source engine. Not to mention this generation of consoles is on its last leg. Even tho VALVe is primarily a pc first company they are now moving towards a multi platform organization. So when Dota 2 and Counter strike GO are out and done with I think we will start to hear about MAYBE a new engine and a HL sequel.
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#6 |
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Banned
Join Date: Dec 2010
Reputation: 701
Posts: 1,421
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It sounds like it simply became more ambitious. At some point in development it became so ambitious that they released they would have to redo the whole thing, because it wasn't fitting into the old model.
But it really should be released within the next year. |
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#7 | |
![]() Join Date: Dec 2010
Reputation: 161
Posts: 637
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#8 |
![]() Join Date: Sep 2011
Reputation: 121
Posts: 546
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"Same old Source engine"? The engine is about how it works, not how it looks. And I can still feel the potential in it.
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#9 |
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Reputation: 514
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#10 |
![]() Join Date: Mar 2011
Reputation: 608
Posts: 1,358
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There might have been some issues with not having enough support from the team -- that was definitely my assumption until recently -- but I get the impression from Gabe's comments that they're actually just struggling to re-invent the wheel again.
The episodes were good, but they were really just more Half-Life 2. I think Valve probably felt like they were resting too much on their laurels, and now they're trying to really wow us again. Granted, I don't have any evidence for this aside from trying to read into Gabe's comments about it. It's just the impression I've gotten. |
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#11 |
![]() Join Date: Jun 2010
Reputation: 902
Posts: 2,033
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Gabe already said everyone who was working on Half-Life continues to work on Half-Life, nobody wheeled away to work on something else.
Additionally unless they are building a brand new engine(Source 2) a new Half-Life game would be no less work intensive than Portal 2. But think about it now, it seems like Half-Life 3 is a given now, they are no longer simply trying to make a great episode, they are trying to make a game that can rival the impact of Half-Life and Half-Life 2. This is clearly no easy task, and I can imagine why they are constantly shifting plans and ideas trying to figure out exactly how to get this done. If I remember right Gabe had said before that HL2 (Or Half-Life?) was 2 1/2 years having no idea what they were doing and 2 1/2 of actual development, I can imagine a similar scenario happening now. |
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#12 | ||
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Volunteer Moderator
Join Date: Dec 2005
Reputation: 6291
Posts: 44,644
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You know, a certain Valve'er gave me reputation for making this post in regards the booklet reference in another thread:
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![]() Although maybe the rep is Valve trying to tell us something else. ![]() Quote:
The true story will all come out in time in anycase - and it will be an interesting tale for sure. Last edited by Sierra Oscar: 04-24-2012 at 12:15 PM. |
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#13 | |
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Banned
Join Date: Apr 2012
Reputation: 2
Posts: 98
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Not that everyone that was working on it was always working on it. A big difference in meaning. |
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#14 | |
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#15 | |
![]() Join Date: Oct 2010
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