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Tuesday, 4 August 2015

The Flat Organisational Structure at Valve

The Flat Organisation Structure

Case Study: Valve Corporation


Anyone who has ever played video games, has at some point in their lives played the game ‘Counter Strike’ and if that is so, then the name ‘Valve’ is not unknown to them at all. Valve is an American video game development and digital distribution company founded in 1996 by Gabe Newell and Mike Harrington.
The reason why I chose Valve as my case study was not ‘only’ because I am a fan of the digital content that they create, but because they have adopted a rather interesting and odd organizational structure called a ‘The Flat Structure’ to manage their company.

What is it?
A flat organization refers to an organization structure with few or no levels of management between the management and staff level employees. The flat organization supervises its employees less while promoting their increased involvement in the decision-making process. The idea is that well-trained workers will be more productive when they are more directly involved in the decision making process, rather than closely supervised by many layers of management.
The flat organization model promotes employee involvement through a decentralized decision-making process. By elevating the level of responsibility of baseline employees and eliminating layers of middle management, comments and feedback reach all personnel involved in decisions more quickly. Expected response to customer feedback becomes more rapid.
This form of management is also known as ‘bossless’ management. From a management perspective it might seem like complete chaos at first glance, but the work environment at Valve shows otherwise.

How does it work at Valve?
In an interview to ‘Bloomberg Businessweek’, Valve’s co-founder Gabe Newell spoke about his company’s environment and how it works. Gabe says that they don’t use the words like ‘managers’ and ‘subordinates’ in their company. The terminology they use is ‘individual’ and ‘group’ contributors. A group contributor’s job is to help other people be more productive, and in doing that they sacrifice some of their own productivity. He says it’s a higher-stress job and you get interrupted a lot more but the group contributor has the satisfaction of shaping the project’s future. So in a sense the position of a group contributor is much like the traditional ‘manager’.
But unlike the traditional post of a ‘manager’ which is generally permanent, an employee acts as a ‘Group Contributor’ for only one project and then he/she goes back to being an ‘individual’ contributor (which is generally voluntarily). So this whole feeling of being in a ‘pseudo bossless’ environment stems from this idea of rotating managers/bosses. Some of the incentives to voluntarily switch from being a group contributor to an individual contributor include a much higher pay package, a relatively stress free work environment and the ability to hone your own skills as opposed to helping others hone theirs.

Does this system work at all?
Considering that Valve Corporation has been operational for almost 20 years now and that it is one to leading names in its industry, the short answer to this question is ‘Yes’. But this seemingly ‘perfect’ work environment comes with its own set of issues and disclaimers.
It is absolutely crucial that one hires the right kind of people for this organisation structure to succeed. We are so tuned to an environment of hierarchy that many people find it difficult to imagine a work environment wherein you aren’t answerable to anyone and anyone isn’t answerable to you. Valve, requires people who are very good at what they do, and can do it without someone telling them to do so. In the interview, Gabe joked around saying that instead of looking for the cheapest people to do the job, they look for the most expensive. They hire people who want to be master craftsmen, that is, designers who want to be great designers and not ‘managers’ of great designers.  
He gave the example of Jeremy Bennett, who was working in the film industry on movies like the Lord of the Rings trilogy. Gabe said, “Jeremy Bennett is someone who is insanely good at what he does”. If Valve was to hire him, then he could do the job that would generally take a team of 4 people and do it while eliminating all the co-ordination and communication deficiencies and delays that may exist in a team.

Where does it falter?
As mentioned earlier, this form of organisation structure comes with its own issues and challenges. Since the ‘Flat Structure’ is a relatively new concept and there are very few companies that actually use it in practice, calling it ‘experimental’ wouldn’t be wrong.
One of the major drawbacks of this structure is that there are no internal controls to monitor the progress of a project. This absence of a formal reporting system, makes it almost impossible to identify a problem at its origin, and if it goes overlooked then it becomes very difficult to track it. “We assume people know what they are doing. On Half Life 2 one of the engineers made a bunch of really bad decisions. There was no monitoring system along the way, so it took us about six months longer than it should have for us to catch it. It cost everyone on the team a whole bunch of extra work.” Gabe Newell said in the interview.
Another drawback is that, while a ‘bossless’ environment gives the employees space and freedom to be creative, it also creates a sort of power struggle within the organisation. A former Valve employee, Jeri Ellsworth in an interview to ‘The Grey Area Podcast’ compared Valve’s organisation structure to that of a ‘High school’. She says that while all students in a classroom are supposed to be equals, there are always the popular kids who have acquired power and take lead, and then there are the rest who follow. So while on paper, the flat organisation claims to have no permanent leadership to influence decisions, that isn’t true in practice; at least in the case of Valve as pointed out by Jeri Ellsworth in the interview.

Conclusion
To sum up, let us quickly have a look at some of the advantages and disadvantages of the ‘Flat Organizational Structure’.

Advantages:
  •  It elevates the employee's level of responsibility in the organization, hence making them more productive.
  • It removes excess layers of managements which improves the coordination and speed of communication between employees.
  • Fewer levels of management encourage an easier decision-making process among employees.
  • Eliminating the salaries of middle management reduces an organization’s budget costs.

Disadvantages:
  •  Employees often lack a specific boss to report to, which creates confusion and possible power struggles among management.
  • Flat structure may limit long-term growth of an organization; management may decide against new opportunities in an effort to maintain the structure.
  • Larger organizations struggle to adapt the flat structure, unless the company divides into smaller, more manageable units.  
  • Flat organizations tend to produce a lot of generalists but no specialists. The specific job function of employees may not be clear.
As we saw, this form of organisation structure is far from perfect. It is new and practiced by handful of companies, so its effectiveness whether good or bad is yet unknown. This type of organisational structure, is extremely difficult for larger companies to adopt and is probably even inadvisable. But for a company with just the right size and right people, it could work surprisingly very well, as it did with Valve. There are more companies that have begun adopting this somewhat ‘eccentric’ form of work environment, and with some refining and improvements, it may just prove be a good rival to the traditional form of hierarchical/pyramid form of organisational structure. 

Sources:
4) Wikipedia Page on Valve

- Amol Bhoir
  TYBcom
  Bussiness Management (2015-16)

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