I'm too lazy to write 1000 word essay from my phone, but having a bit of experience in both webdev and c++ gamedev on custom engine I certainly can say one truth here.
FAANG literally spend billions of dollars on developer tools alone, not even including browser runtime itself. There are thousands of engineers who work full time to make web and tools both fast and easy to use. There is also tons of open source developers competing to create best tools for other developers. And let's be honest tasks that average web developer has it's not rocket science.
Gamedev is nothing like this: resources are ever limited, budgets are tights, and there is almost never ending crunch to release ASAP. Till recently every AAA company mostly used it's own tech and everything was not only proprietary, but always closed source so only papers were shared. Oh there also proprietary secret under-NDA targets called consoles where you cant just expect user to buy faster hw and more RAM. And skills you expected to have to work in AAA as C++ programmer can be more than in let's say SpaceX.
So first of all you don't see how much better gamedev tools became in last decade. Other issue is that no one gonna hold your hand and force you into best practices because all games are mostly built of hacks and if you gonna enforce some strict rules it's mean developers wont be able to get those extra FPS, or better network latency or some absolutely unsupported feature that no one ever needed before.
FAANG literally spend billions of dollars on developer tools alone, not even including browser runtime itself. There are thousands of engineers who work full time to make web and tools both fast and easy to use. There is also tons of open source developers competing to create best tools for other developers. And let's be honest tasks that average web developer has it's not rocket science.
Gamedev is nothing like this: resources are ever limited, budgets are tights, and there is almost never ending crunch to release ASAP. Till recently every AAA company mostly used it's own tech and everything was not only proprietary, but always closed source so only papers were shared. Oh there also proprietary secret under-NDA targets called consoles where you cant just expect user to buy faster hw and more RAM. And skills you expected to have to work in AAA as C++ programmer can be more than in let's say SpaceX.
So first of all you don't see how much better gamedev tools became in last decade. Other issue is that no one gonna hold your hand and force you into best practices because all games are mostly built of hacks and if you gonna enforce some strict rules it's mean developers wont be able to get those extra FPS, or better network latency or some absolutely unsupported feature that no one ever needed before.