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Re:Valve’s Design Process For Creating Half-Life (1999) by wfn on Saturday May 17, 2014 @06:40PM (#7761338)
Not sure why you were downvoted. The handbook is an interesting read indeed.

You could maybe interpret it as shameless advertising on the part of the company (which it is!), and you could question their famous flat structure (classical point of critique towards these kinds of structures is: if there is no formal power structure, informal power structures emerge; and they can sometimes be more ominous.)

Re:Valve’s Design Process For Creating Half-Life (1999) by Klinky on Saturday May 17, 2014 @08:11PM (#7761611)
Jerri Ellsworth doesn't sound like a fan of Valve's structure based on her time there.

http://www.wired.com/2013/07/wireduk-valve-jeri-ellsworth/

A lot of the time employee handbooks preach one thing, but reality is often quite different. Another good example of this is "Netflix's Culture" slides. They are often lauded as cutting edge ways of thinking about company culture, but are actually a load of bull that no one at Netflix really adheres to, and the benefits touted do not even apply to all employees.

Re:Valve’s Design Process For Creating Half-Life (1999) by notproductive on Saturday May 17, 2014 @08:17PM (#7761625)
I do believe her section of Valve was probably shut down based on the success of Oculus, at the time this article was posted on HN this did not seem obvious to most people. I'm sure it was a difficult decision for everyone involved.
Re:Valve’s Design Process For Creating Half-Life (1999) by Klinky on Saturday May 17, 2014 @08:57PM (#7761741)
The article mentions day-to-day operational concerns, and her project being cancelled doesn't detract from those critiques.
Re:Valve’s Design Process For Creating Half-Life (1999) by yzzxy on Saturday May 17, 2014 @06:52PM (#7761369)
Yeah, not necessarily a proponent of this power structure (or lack thereof) having not experienced it myself, but I did find the idea fascinating.