In the end, all code comes with tradeoffs, so I'm guessing we're really talking about good/bad tradeoffs, rather than the actual code itself.
In the end, all code comes with tradeoffs, so I'm guessing we're really talking about good/bad tradeoffs, rather than the actual code itself.
I'm definitely more of a gardener myself, and I've always considered the architect software engineers of the world to be silly and unfun and prone to locking themselves into an over-engineered architecture before they even understood the problem properly, but they really are just different approaches to software development and each of them has their strengths.
In indie game development, the requirements are often unclear, and I am still exploring what the game idea might be, still trying to "find the fun" of a game, and so the gardening approach works quite well.
In other fields, where you have clear requirements figured out from day one and the consequences for not meeting those requirements is much higher, the architect's approach has its wisdom.