Earlier quoted context omitted.
IIRC from developer stories from this era, things had to be done "creatively" to save space, and ensure optimal runtime execution. Certain platforms may well have had undocumented bugs and platform-specific optimizations that you simply had to adapt to. Archiving wasn't a consideration - launching a playable game that would pay the salaries and lead to future projects was. We take for granted that websites but in 95…
Yes and no. I don't really have a justification for saying this because I was never working in that environment, but I don't think the industry spent enough time thinking about how their games would be played in the future and I suspect that a lot of the "well, the platforms required us to do this" is an excuse. Yes, there are platform-specific quirks and bugs and stuff to work around, but say you're taking advantage…
It’s easy to preach how software should be written in the hindsight of a successful project that you had zero stake in. I doubt the developers of games that flop (so, most of them) wish they’d spent more time and money ensuring their unwanted flop of a game was easier to archive.