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Piers ,

“But one of the most interesting parts is how Half-Life: Alyx changed the studio’s view on development. Robin Walker is one of Valve’s most legendary designers, having worked on Team Fortress since the ’90s. In The Final Hours, Walker told Geoff Keighley — cheers to Ars Technica for spotting this first — how their historical flexibility didn’t always work out.

“We sort of had to collectively admit we were wrong on the premise that you will be happiest if you work on something you personally want to work on the most,” Walker said in the app’s fifth chapter, “Fixing Valve”.

Greg Coomer, who still works at Valve, said the company began “having a lot of cultural conversations about why we were unhappy”. “There were just too many things going on at the company to feel like we were healthy as an organisation.”

“We decided as a group that we would all be happier if we worked on a bigt thing, even if it’s not exactly what we wanted to work on,” Walker added.”

I’m not sure that’s the same thing as “removing the flat structure.”

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