Remember most of B&W Rob are actually other libraries... for example the graphics were DirectX 8.0 and they relied ALOT on the builtin functions - the worlds were Terrain Patchs builtin LOD, the animations were Bink, infact the only thing which was really coded was the Ai Scripter & Interaction.
that aside alot of games don't use that many lines of actual code, remember unlike in basic in C you can use code sections over and over as objects - this does save one hell of alot of code. Quake2 for example was only a matter of 30,000 lines whereas Quake was 65,000 ... the complexity doesn't weigh in general balance, because i could create an Image Blending routine with say 70lines of code in DBP - someone like GuyS could probably achieve achieve in around 45lines.
That isn't to say that GuyS would be any faster or better, he can just code more compactly - best example would probably be a game i coded for Rose, i coded a game nothing fancy ended up around 120lines of code i think, my youngest brother rewrote the entire game and used around 450lines of code ... but his game was far more responsive and a damn'd sight faster. However was a bitch to debug because of his style of coding - the point is in the end the actual number of lines doesn't = what can be achieved. Everyone programs differently, whether it is smaller, bigger, compact or elongated in the end what code is actually there doesn't matter - its how it has been used
Within the Epic battle of the fates the Shadow and the Angel will meet. With it will harbinger the very fight of good vs evil!