I spent some time browing curiosities about old games, and what strikes me is that the code sometimes was quite personal. You could see the joy, the anger, the disappointment, the satisfaction. Nowadays it would never fly to name a variable "poo", you need to stay professional at all times.
> Also teenage me would probably be horrified finding out 30 years later his source code was public.
I guess that's why moral rights are unalienable in many countries: if you are horrified what they do with it, you still retain that and this right did not go to your employer
Not that I think there is anything here the devs need to be ashamed of, to be clear, just what came to mind as I read this remark
I'd just be horrified by the quality of some code. It included some of my best code, and some of my worst code. Some of it was written after three days straight with no sleep for those times when Eidos wanted to come for a personal demo.
I recently had a PR rejected because I used the name of a fictional character from a 90's movie in my tests. Keep in mind the character itself was not controversial. The reason given was that it's not professional.
Tbf, I chalked it up to a one singular cantankerous reviewer rather than the whole company.