Game code is usually specifically built to be useful for a very short amount of time, and is frequently the definition of "one and done". Examples against are long lived games like world of warcraft, engines like infinity, unreal, naughty dog etc, which must support extension over time.
A game like VVVVVV is, once a class is created, unlikely to be changed a thousand times. It wouldn't scale if you had 200 people working on it with new people coming in and leaving all the time. But at the end it doesn't really matter much in this case, and isn't the right thing to focus on while coding up a game.
> Maybe these supposed anti-patterns don't really matter as much as we think they do for successful software
They matter a lot for some software more than others. All software is a set of tradeoffs in some ways or another - in this case its attention to things like perfect class naming.
A game like VVVVVV is, once a class is created, unlikely to be changed a thousand times. It wouldn't scale if you had 200 people working on it with new people coming in and leaving all the time. But at the end it doesn't really matter much in this case, and isn't the right thing to focus on while coding up a game.
> Maybe these supposed anti-patterns don't really matter as much as we think they do for successful software
They matter a lot for some software more than others. All software is a set of tradeoffs in some ways or another - in this case its attention to things like perfect class naming.