Real management isn't telling people what to do. It's helping people find the intersection between what they want to do and what customers need, and then supporting them.
That strikes me as especially easy at Valve, where the whole point is to create something that other people enjoy. If you can't find fun somewhere in the vast space of "create something fun," you're dead inside.
I understand the parent comments point as well as yours. I realize this won't be an issue for most of the employees, but bad apples sneak through everywhere, it's human nature, and I specifically wanted to understand how they might handle that.
Well, "creating something fun" is not an easy thing to do. When you get down to pure game design there can be wildly divergent viewpoints of what to do. Should we make this new game more interesting for hardcore players, or for casuals? Is increasing accessibility of the game worth the decrease in depth?
Real management isn't telling people what to do. It's helping people find the intersection between what they want to do and what customers need, and then supporting them.
That strikes me as especially easy at Valve, where the whole point is to create something that other people enjoy. If you can't find fun somewhere in the vast space of "create something fun," you're dead inside.