I consider Valve an excellent example of how this does not scale, especially when successful.
First, when there is no overt structure, it is replaced by politics.
Second, you can see the result: the difficulty (one might even say inability) to produce new product internally; instead new games come from acquisition: the incoming team might manage a sequel but after that the team dissolves and can't recruit new members for a second sequel.
I do think the dominant system would benefit from a rethink of the "leader/follower" mentality: everyone is needed (else why are they there) and they do different parts. Cleaning the office is important else the whole thing stops working; deciding go/no go on a new product is also important else the cleaners lose their job.
I am not sure how to fix this. The fact that we conceive of hives of bees as having a "queen" (who is in fact the weakest member of the entire colony with precisely zero decision making ability) shows how deeply entrenched this model is.
First, when there is no overt structure, it is replaced by politics.
Second, you can see the result: the difficulty (one might even say inability) to produce new product internally; instead new games come from acquisition: the incoming team might manage a sequel but after that the team dissolves and can't recruit new members for a second sequel.
I do think the dominant system would benefit from a rethink of the "leader/follower" mentality: everyone is needed (else why are they there) and they do different parts. Cleaning the office is important else the whole thing stops working; deciding go/no go on a new product is also important else the cleaners lose their job.
I am not sure how to fix this. The fact that we conceive of hives of bees as having a "queen" (who is in fact the weakest member of the entire colony with precisely zero decision making ability) shows how deeply entrenched this model is.