Software is a tool working within a socio-technical system. Some systems have low user workflow diversity and a low rate of change - a game being a perfect example. Games get patched, but the diversity is purely in user data, not in feature use - everyone uses the same engine, the same textures, the same game logic. Some systems have high user workflow diversity - such as business software.
Pair that with the fact that games, due to the nature of the system, have to optimise for low latency AND they run on the edge - and it's natural that the primary optimisation will be for CPU cycles. For business software, for which distributional advantage of running it through web + the high rate of feature change that is a result of the specification being opaque and a moving target - means you have plenty networking latency that can hide your CPU latency for long after it becomes a true problem for you.
Not to mention that "clean code" optimises for developer churn and business priority shift (which is a luxury games which are an upfront investement don't have) as a result of accelerating industry of software technology and greater saturation of developers.
Had software remained the domain of the same number of practitioners such as <1995, even given everything else, the organisational systems would have evolved to protect them at all cost because churn would be catastrophic, and then they would enjoy more power and would be able to structure code not optimising for brain shift, because they'd hold the context in their heads.
I'll leave as exercise for the reader what pushing AI into the software development equation does for the system and inevitable hardware throughput implications.