Yes and no. Video games are always extremely resource constrained. While you could solve networking in a generic way, it also means inefficiencies that many teams are not willing to take. (Also, it precludes certain shortcuts taken that allow FPSs to have eventual consistency, at a rudimentary level)
As for "no one notices the evil compromises", the author is missing the second part: "except the people who have to look at that code a few years later". TANSTAAFL - at some point, somebody will pay.
This didn't matter back in the good old days, where tech progressed so rapidly that you'd basically started from scratch for each new game, but it bit a lot of teams in the last console cycle, where re-using made economic sense.
As for "no one notices the evil compromises", the author is missing the second part: "except the people who have to look at that code a few years later". TANSTAAFL - at some point, somebody will pay.
This didn't matter back in the good old days, where tech progressed so rapidly that you'd basically started from scratch for each new game, but it bit a lot of teams in the last console cycle, where re-using made economic sense.