Tooling is another big one: devs are not writing their games line-by-line. Or, they are for game logic, but their game engine’s editor is also making a bunch of changes to their project files behind the scenes. This makes it particularly hard to apply literal line-by-line text-based patches, for example. It also makes “proper” version control difficult. As a result, game devs might not follow what we see as best practices in the open source world because the tooling is not set up for it at all.