I read the whole handbook, too, and I don't think that this is a stupid way of running a creative business. I actually think it is amazing.
Hectix777 said:
Let's say you ran a game studio and had about 100 employees all trained in whatever is needed. Your publisher has given you the IP to make 4 games released pretty frequently to each other. What you would probably do is assign 25 people to each game; the way Valve runs means that those 100 people can freely choose which game to work on, that means while 37 guys work on game A only 13 go to work on Game B.
Well, your example doesn't really fit here. Valve does not need to answer to any higher entity like a publisher. The only thing they are responsible for is their own company.
You actually could say that they are an indie developer in the sense that they're independent from any publisher except that retail thing with EA.
The scenario you depict above would be a desaster in any other company with a publisher in your back. Deadlines wouldn't be meet and projects wouldn't get finished or would differ from the product that the publisher desires. They would pull your funding in an instant.
That is the reason why Half-Life 3 is taking so long. Because they don't have to get it out because they made some deal and if they don't obey they loose their income.
But this isn't really bad. Maybe HL3 is taking its time but that means that they are not rushing it. If they realise halfway through the development that the game so far is just really bad and not what they want it to be they can just scratch some or all of it and start over or work on something different (as happened with most of their games, for example Portal 2 didn't have portals in it in its first development cycle, which didn't work, so they changed the whole concept). They could never do that if they wouldn't run their company like they do.
And while there is a lot of experimentation and failed projects and release dates get pushed back when they release a game like Portal 2 they do so because they pleased with their result and not because the publisher deadline was getting close. And they know that their players appreciate their quality.
So Valve could already have released HL3. They probably could make a Half-Life game every year. But the games would be really bad, it's that simple.
I think that Valve really understands how a creative process works (something most publishers don't really do) and they found and amazing way to run their company without sacrificing any creativity of their employees by seeing them as the artists that they are and not just as an asset that is needed to make a game.
Hectix777 said:
P.S. Can someone explain to me the appeal of Gordon Freeman?
At the time the first Half-Life was released he was probably interesting because he wasn't the run-of-the-mill DukeNukem like badass action hero. He was just a nerdy scientist with glasses, someone you can identify with more or less.