Not having worked in game dev, it seems to me that some of the industry problems (high pressure launches, high turnover rate among developers, low ability to address or prevent technical debt) are responsible for at least some of the sloppiness. I&#x27;d think it really hard to make the right infrastructure decisions (and implementations) when you have a year or two to build a multi-million user infrastructure that has to adapt flexibly to any changing requirements from the game producers&#x2F;directors&#x2F;publishers and which will be thrown away a few years after that.