> Others, like a multiplayer synchronization bug, would pop up and require dedicated attention from several members of the programming team — sometimes weeks of effort for a single problem. Other game developers have reported similar experiences with their sync bugs: Ages of Empires and Supreme Commander. This seems like a pain point that's an opportunity in disguise. A technology that made it much easier to get mult…
As for "no one notices the evil compromises", the author is missing the second part: "except the people who have to look at that code a few years later". TANSTAAFL - at some point, somebody will pay.
This didn't matter back in the good old days, where tech progressed so rapidly that you'd basically started from scratch for each new game, but it bit a lot of teams in the last console cycle, where re-using made economic sense.