The common
feature of visionary companies is actually a strong, company-wide
commitment to a core ideology. And these ideologies are never
"to make money," or even as simple as just "to
dominate our market." No matter how a visionary company comes
about or what it makes, they all have an ideology that is more
than just a meaningless mission statement pasted to a wall and
then forgotten. Collins and Porras document instances where visionary
companies have lost focus on their core ideology, and those companies
faltered until they renewed their commitment. The visionary companies
rarely faltered just because of a change in management, whereas
the comparisons tended to live or die on the strength of a CEO.
The ideology of the visionary companies is held by the institution,
not any individual.
Because
these ideologies are more than just meaningless words and are
a strong part of the structure of the entire institution, they
have a noticeable affect on the character of the company. Most
noticeably, visionary companies are very careful when they hire
people. The authors use words like "indoctrination"
and "cult-like" with full knowledge of how loaded the
terms are, because they accurately describe what goes on at these
companies. Visionary companies have comprehensive training and
orientation programs that go beyond the 20 minute PowerPoint benefits
explanation or mandatory and boring sexual harrasment meetings
that are the norm in other corporations.
Also linked
to the core ideology is the idea of the "Big Hairy Audacious
Goal" as Collins and Porras put it. Visionary companies continually
set goals that would seem too risky to attempt to other companies.
BHAGs don't always work out, but when they do, they result in
phenomenal progress into areas that competing companies didn't
even see as possibilities.
There's
a lot more to Built to Last, but these three concepts are
perhaps the most important, and what interested me about them
was how directly they can be applied to game companies. First
and foremost, it is clear that very few companies in the industry
have a core ideology or have one that they actually stick to,
from the CEO down to the playtesters. The few large companies
in the industry are the results of so many mergers that it is
unlikely they are thinking much beyond trying to make their next
run of titles sell more than any of their competitors, and the
many startups are formed by developers looking for freedom but
with little experience in the realm of management. A good sign
of a lack of core ideologies would be a company suddenly expanding
into types of games it has no experience or internal desire to
produce just because the management decided that it wanted to
capture that market. This kind of unfocused thinking has been
the end of many developers.
If a company
is to have a strong ideology, it is also clear that industry-hiring
practices have to change. Over the years I've talked to or even
interviewed at a lot of different developers, and in very few
cases have I heard anyone try to evaluate me in terms of their
ideology. Interview questions for designers focus on your skills
and your ideas, but rarely do people describe their culture or
attempt to see if you will fit into that culture. For my first
job at Looking Glass, I had two different day-long interviews,
by the end of which I felt that I knew almost everyone at the
company, so that when I finally did walk in I felt like I was
already a part of the crowd. Since then, however, it is rare that
I have even talked to more than one or two members of a team I
would be working with. Looking Glass's intensive interview process
was definitely an unofficial indoctrination when I started there,
and the general atmosphere of the company acted as a continuing
indoctrination. However, the company had no clearly stated ideology
that would act to make this indoctrination more official, and
during the time I was there new hires were being screened less
and less thoroughly, leading to a definite change in the overall
character of the company.