Why Software Developers REALLY Hate Teamwork (And What That Tells Us About Organisations)
For fifty years, we’ve been telling ourselves the same story: software developers are antisocial hermits who despise collaboration. They’d rather code alone in dark rooms than work with other human beings. It’s just their nature, right?
Wrong.
The real story is far more interesting—and far more damning of how we run organisations.
The Stereotype Isn’t Wrong, It’s Manufactured
Here’s what I’ve learnt from five decades in this industry: Yes, many developers do exhibit antisocial behaviour. Yes, they often resist teamwork. Yes, they guard their code jealously and bristle at collaboration.
But this isn’t an innate characteristic of people who happen to be good at programming. It’s a rational response to profoundly dysfunctional organisational design.
We’ve built organisations that systematically manufacture antisocial behaviour in developers, then blamed the developers for it.
The Real Culprits
Let me be specific about what creates the ‘antisocial developer’ syndrome:
1. Individual Performance Metrics in a Team Sport
Most organisations evaluate developers on their personal contribution to the team’s output. Lines of code. Commits. Tickets closed. ‘Their’ features shipped.
You can NEVER reward solo performance and expect team behaviour.
When promotion, bonuses, and performance reviews depend on demonstrating individual achievement, teammates become competitors. Helping someone else succeed actively harms one’s own metrics. Knowledge hoarding becomes rational. Taking credit becomes essential.
The system demands antisocial behaviour.
As Deming (2000) observed, the system in which people work accounts for 90-95% of performance. Yet we persist in evaluating and rewarding individuals as if they operate in isolation.
2. The Interruption Problem (Poorly Managed)
Yes, programming requires deep focus. Research shows developers are interrupted every 6-9 minutes on average, with each interruption costing 20+ minutes of productivity (Parnin & Rugaber, 2011). But here’s the thing: developers don’t resent teammates. They resent poorly-managed collaboration.
There’s a massive difference between:
- Dave interrupting you with an under-specified question he could have researched himself
- A structured pairing session where you’re both solving a gnarly problem together
The first is a failure of organisational design around communication norms. The second is effective teamwork.
When organisations fail to distinguish between these, developers learn to protect themselves by avoiding all collaboration. Can you blame them?
3. Hopeless Management Role Models
Most developers have spent years watching their managers:
- Model territorial, siloed behaviour
- Compete with each other for resources and credit
- Optimise for their department and their own personal well being at the expense of the whole
- Play politics rather than solve problems
Why would developers learn to collaborate well when the people with power and authority consistently demonstrate that collaboration is for suckers?
As Schein (2016) notes, culture is fundamentally shaped by what leaders pay attention to, measure, and control. When leaders model competitive rather than collaborative behaviour, that’s what the organisation learns.
4. The Myth of the 10x Developer
We celebrate the lone genius. The Linus Torvalds figure. The person who ‘doesn’t need anyone else’. We’ve built an entire mythology around individual brilliance.
This mythology is toxic for team dynamics. It tells developers: ‘Your value is in being smarter than everyone else, not in making everyone else smarter’.
When your professional identity is built on individual exceptionalism, collaboration feels like madness.
5. Fifty Years of Learnt Helplessness
After decades of ‘teamwork’ characterised by:
- Endless meetings where three people talk and five zone out
- ‘Collaboration’ that’s really just more interruptions
- ‘Agile’ ceremonies that are bureaucratic theatre
- ‘Team building’ exercises that everyone hates
…developers have learnt that ‘teamwork’ is just NewSpeak for ‘waste my time’.
Research on meeting effectiveness shows that organisations do little to assess the return on meeting investment or take steps to ensure meetings are productive (Rogelberg et al., 2012). The problem isn’t that developers hate teamwork. The problem is that what most organisations call ‘teamwork’ actively makes the work worse.
The Rational Calculation: All Downside, No Upside
Let’s be brutally honest about the economics of teamwork in most organisations. From a developer’s perspective, collaboration is a totally losing proposition.
Consider the incentive structure:
What You Lose Through Teamwork
Time and focus. Every collaboration costs you productive hours. Explaining your approach to someone. Reviewing their code. Answering questions. Attending coordination meetings. This time doesn’t appear on your performance scorecard as ‘value delivered’.
Individual metrics. When you help a colleague solve their problem, their ticket gets closed, their feature ships, their contribution shows up in the metrics. Yours doesn’t. You’ve just spent several hours making someone else look more productive whilst making yourself look less so.
Competitive advantage. In organisations where promotion is a zero-sum game, making your colleagues better directly harms your relative standing. If five people are competing for two senior positions, why would you help the other four improve?
Knowledge as currency. The more you share what you know, the less valuable you become. In organisations that value individual expertise over collective capability, teaching others is literally giving away your competitive edge.
Exposure of weaknesses. Real collaboration means admitting when you don’t know something. In organisations that worship the ‘brilliant individual’, admitting ignorance can damage your reputation and career prospects.
Association with failure. When teams fail, everyone gets tainted. When individuals fail, only they get blamed. Risk-averse developers learn quickly: avoid team accountability.
What You Gain Through Teamwork
In most organisations? Precisely nothing.
You don’t get promoted for making others better. There’s no ‘best mentor’ bonus. Your performance review doesn’t include ‘improved team capability’ as a metric. Your salary doesn’t increase because you helped three colleagues solve problems.
The organisation may give lip service to ‘being a team player’, but when it comes to actual rewards—promotion, compensation, recognition, interesting projects—these go to the people who demonstrate individual achievement.
The Inevitable Conclusion
Developers aren’t stupid. They can do this maths.
Time spent collaborating = -X hours of individual output + 0 career benefit = Net loss
Time spent coding alone = +X hours of individual output + potential career benefit = Net gain
Given this equation, the rational choice is obvious: minimise collaboration, maximise individual output, protect your knowledge, avoid team commitments where possible.
We then have the gall to call this ‘antisocial behaviour’ and blame the developers for being insufficiently ‘team-oriented’.Cha!
The Violence of Forced Collaboration
Here’s where it gets particularly pernicious. Organisations that recognise developers are avoiding teamwork often respond by mandating it:
- Compulsory pair programming sessions
- Required attendance at ‘collaboration’ meetings
- Forced team-building exercises
- Performance reviews that penalise ‘not being a team player’
This is what Rosenberg (2003) calls violence—using fear, obligation, guilt, and shame to coerce behaviour. And it doesn’t work. You cannot force genuine collaboration through threats and sanctions.
What you get instead is performative teamwork. Developers going through the motions, visibly ‘collaborating’ whilst mentally calculating how to minimise the damage to their individual metrics. The worst of both worlds: the overhead of collaboration without any of the benefits.
The System Is Working As Designed
The tragic irony is that the system is working perfectly. We’ve designed organisations that:
- Measure and reward individual contribution
- Create competition for scarce promotions and recognition
- Make helping others a net loss for the helper
- Punish collaboration through opportunity cost
- Then wonder why people don’t collaborate
This isn’t a bug. This is the system working exactly as designed. We’ve built organisations where collaboration is economically irrational, then blamed workers for being economically rational.
As Deming (1986) repeatedly emphasised: ‘A bad system will defeat a good person every time’. You can have the most altruistic, team-oriented developers in the world, and this system will turn them antisocial within weeks.
The Evidence: It Doesn’t Have To Be This Way
Here’s where this all stops being theory and becomes proven practice.
Four Years of Praxis
I know this because I didn’t just think about it or write about it. I built it. For four years (1996-2000), I ran a software consultancy called Familiar where we proved—in the messy reality of client work, commercial pressures, and market competition—that developers can be intensely collaborative, social, and team-oriented when the system supports it rather than punishes it.
This wasn’t a controlled experiment in a laboratory. This was a real business with real clients, real deadlines, real financial pressures, and real human beings with all their complexities and needs.
And it worked. Spectacularly.
What We Actually Did
Let me be specific, because the details matter:
We eschewed individual performance reviews entirely. No metrics comparing one person to another. No competition for ratings or rankings. No individual targets. Why would you hoard knowledge when helping your colleague has no downside?
Result: Knowledge flowed freely. People actively sought opportunities to teach and learn from each other. The expertise of one became the expertise of all.
Everyone set their own compensation. Transparently. Everyone knew what everyone else was taking. You’d think this would lead to chaos or greed. It didn’t. When you trust people and treat them like adults, they tend to behave like adults.
Result: People chose lower salaries than we would have assigned them, whilst being happier with the result. The guideline was simple: ‘You’ll have to live with the consequences’. That plus transparency was sufficient.
We made the social side of the organisation as important as the business side. Company-funded weekends away with partners. Regular dining out together. Meetings in each other’s homes. An office designed for socialising as much as working—lounge, sofas, library, kitchen.
Result: Work and social connection became indistinguishable. People actually wanted to come together. Collaboration happened naturally because people genuinely cared about each other.
We had no managers. Everyone was a peer. Fifteen people at the peak, all colleagues, all fellows. Without hierarchy modelling antisocial behaviour, people naturally collaborated. Without career ladders, there was no competition for scarce promotions.
Result: Decisions got made faster. People took ownership. No one was ‘just following orders’. And cf. Auftragstaktik.
Constant dialogue was the norm. Not because we mandated it, but because we facilitated it (often by me). When people feel psychologically safe and aren’t competing with each other, they actually want to talk through problems together.
Result: Problems got solved faster. Better solutions emerged. Conflicts got resolved before they festered. Learning happened continuously.
The Results Were Extraordinary
The virtuous circle was real and measurable:
- Fun led to great work. People doing work they enjoyed, with people they liked, produced better results than stressed people competing against each other.
- Great work led to high margins. Clients were delighted. They came back. They referred others. We could charge premium rates because we delivered exceptional value.
- High margins led to funds for more fun. Which led to better work. Which led to higher margins. Round and round.
Commercially, we were successful. The work was profitable. Clients loved working with us. Our reputation grew.
But more importantly—and this is what most organisations miss entirely—everyone was happy. People loved coming to work. They brought their whole selves. They cared about each other’s wellbeing, not just the project deliverables.
Why It Ended (And What That Tells Us)
Familiar ended in 2000 when I left. It stumbled on for two to three years after, then folded.
This isn’t a failure of the model. It’s proof of something important: this kind of organisation requires someone holding the vision and facilitating the constant dialogue.
It wasn’t the size (15 people is manageable). It wasn’t the market (we were commercially successful). It wasn’t the people (they thrived in this environment).
It was that the cultural maintenance—the facilitation, the vision-holding, the constant attention to the social dynamic—requires active stewardship. When I left, no one else could hold that mirror.
This tells us something crucial about replication: you can’t just copy the practices (no reviews, self-set salaries, flat structure). You need someone who understands the underlying principles deeply enough to maintain them.
This Isn’t Unique to Familiar
The patterns I saw at Familiar align with research on self-managing organisations (Laloux, 2014), psychological safety (Edmondson, 2019), and intrinsic motivation (Pink, 2009).
Other organisations have discovered similar approaches:
- W.L. Gore & Associates (no managers, self-organising teams)
- Valve Corporation (flat structure, self-allocation to projects)
- Semco Partners (radical transparency, self-set salaries)
- Buurtzorg (self-managing nursing teams)
The pattern is repeatable. Familiar proved it could work in software development. Others have proven it can work in manufacturing, healthcare, gaming, and more.
The Uncomfortable Implication
If it worked for four years in a real commercial environment, with real financial pressures and real human beings, then the ‘antisocial developer’ truly is a manufactured artefact of oh so common dysfunctional organisational design.
We can’t dismiss this as:
- ‘Too small to scale’ (organisations with thousands have done similar)
- ‘Only works in special circumstances’ (we had normal commercial pressures)
- ‘Only works with special people’ (we had normal developers)
- ‘Sounds nice but isn’t practical’ (it was profitable and sustainable)
The uncomfortable truth is that we know how to create organisations where developers are collaborative, social, and team-oriented. We’ve known for decades. The research supports it. The examples exist.
We just choose not to, because it requires changing assumptions about control, measurement, and hierarchy that most leaders aren’t willing to question.
This blog post isn’t theory. It’s a report from the field.
What This Means for Your Organisation
If you’re running a software organisation and wondering why your developers seem antisocial:
Don’t blame the developers.
Look at your performance review system. Look at your meeting culture. Look at how your managers behave. Look at whether you’re rewarding individual heroics or collective success. Look at whether you’ve made collaboration genuinely valuable or just performative.(It’s always just performative)
The developers aren’t the problem. The developers are responding rationally to the system you’ve built.
Every organisation gets the behaviour it designs for. If you’ve designed a system that rewards individual achievement, punishes time spent helping others, promotes people who hoard knowledge, and models territorial behaviour at the management level—congratulations, you’ve systematically manufactured antisocial developers.
The Harder Truth
Here’s the really uncomfortable part: fixing this requires changing fundamental assumptions and beliefs about how work should work.
You can’t just add some new ‘collaboration tools’ or run some team-building exercises. You need to change:
- How performance is measured (if at all)
- How people are compensated
- What behaviours get promoted
- How managers operate (or whether you need managers)
- What ‘productivity’ even means
This is not a process improvement project. This is a wholesale rethinking of organisational design.
Ackoff (2006) describes this as ‘idealized design’—imagining what you would create if you could start from scratch, then working backwards to get there. But idealized design requires confronting the assumptions embedded in current practice.
And most organisations won’t do it. Because admitting that the ‘antisocial developer’ is something we created means admitting that our entire approach to running organisations is fundamentally broken.
It’s easier to just keep blaming the developers.
After 50+ years in this industry, I’ve learnt this: The most expensive assumption in software development isn’t a technical one. It’s the assumption that people problems are people problems, when they’re actually systems problems.
The developers are fine. It’s the organisations that need therapy.
Further Reading
Ackoff, R. L., Magidson, J., & Addison, H. J. (2006). Idealized design: Creating an organization’s future. Wharton School Publishing.
Deming, W. E. (2000). The new economics for industry, government, education (2nd ed.). MIT Press.
DeMarco, T., & Lister, T. (2013). Peopleware: Productive projects and teams (3rd ed.). Addison-Wesley.
Edmondson, A. C. (2019). The fearless organization: Creating psychological safety in the workplace for learning, innovation, and growth. John Wiley & Sons.
Laloux, F. (2014). Reinventing organizations: A guide to creating organizations inspired by the next stage of human consciousness. Nelson Parker.
Marshall, R. W. (2021). Quintessence: An acme for software development organisations. Falling Blossoms. https://leanpub.com/quintessence
Marshall, R. W. (2024). The team fruit bowl: A fruity look at teambuilding. Leanpub. https://leanpub.com/theteamfruitbowl
Parnin, C., & Rugaber, S. (2011). Programmer information needs after memory failure. In Proceedings of the 2011 IEEE 19th International Conference on Program Comprehension (pp. 123-132). IEEE.
Pink, D. H. (2009). Drive: The surprising truth about what motivates us. Riverhead Books.
Rogelberg, S. G., Shanock, L. R., & Scott, C. W. (2012). Wasted time and money in meetings: Increasing return on investment. Small Group Research, 43(2), 236-245. https://doi.org/10.1177/1046496411429170
Schein, E. H. (2016). Organizational culture and leadership (5th ed.). John Wiley & Sons.
Seddon, J. (2019). Beyond command and control: A guide to working in the service industry. Vanguard Consulting.
Senge, P. M. (2006). The fifth discipline: The art and practice of the learning organization (Revised ed.). Currency.


