Earlier quoted context omitted.
This is true with basically everything. Game development attracts more than its fair share of truly horrid code, to the point where success seems almost inversely correlated to code quality. If you decompile Terraria (using CIL, which preserves the object design), for instance, you'll notice that its main class is over 40kLOC and that basically all of the business logic is encoded in one great big chain of if-stateme…
> all of the business logic is encoded in one great big chain of if-statements One of the big lies of OO design is that you can manage that kind of complexity better with objects/classes, that you should factor out functionality into tiny pieces, and so on. Unless you have written (and debugged!) an actual video game, you should spare your judgement.
Rules engines, statecharts and other forms of (declarative) behaviour modelling solve real problems.