swsoboleski89: for instance, super metroid. a game barely 3mb in filesize has more depth and replayability than most modern games 100,000 times its physical size. it baffles me.
A lot of it was, instead of using several megabytes worth of "standard library" just because you need one function out of it, you wrote all your damn code yourself.
There is a lot of bloat in modern games. In between lazy programming practices (which is kind of excused in that why waste development time on making something performing better if it's just a few more processing cycles from dumping cookie-cutter solution in it... though it accumulates), increased code complexity (or simply the sheer amount of code things like AAA titles require), through use of third-party solutions even though they aren't as optimized as custom (but cheaper - see point no. 1)...
Also, it's big business nowadays. Last time I was exposed to big-studio development environment, there was nowhere near the level of professional pride in your work as I remember from days long gone.
The average underpaid code monkey nowadays might still be passionate about gaming in general, but they certainly are neither interested, required, not empowered by the employer enough to try to squeeze some extra performance out of their code.
It's just a job, you're better off focusing on meeting the insane deadlines than trying to make your code as efficient as possible. Most large studios (if not all, for all I know) run on constant "crunch" mode, because it's cheaper to burn out your employees than budget for a "less aggressive" - read, even remotely reasonable - production cycle.