Eh, not necessarily, "so long as it works" is generally a frowned upon approach, you are expected to provide shit that performs reasonably well in addition to working. It's more of a cost-benefit calculation. This "highly optimized code, like in the old days" that people often hark back to is not so easy to achieve. You need to spend a shitload of time on making it so optimized, and you need to be quite experienced to achieve it (and experienced programmers cost a lot of money). Moreover, games in the old days were much simpler than today (not in terms of gameplay and design, but in terms of technology being used). A lot of abstracting is needed to get any work done (for example by using a proper game engine to make a game rather than literally programming the game from scratch), and each such abstraction carries some performance cost attached to it. In broad terms, the reason why "games are optimized like ass" is because getting that perfectly optimized wonder would prolong the game's development significantly, and cost a shitload more money.