Game development is often a completely different set of skills and maintenance profile compared to enterprise SaaS development. Many single-player games especially indie ones don’t need to worry about multi-year contracts or having to work through many cycles of different developers coming in and out of a project. Having a 1000+ line switch statement seems totally reasonable on a project with a handful of developers that will continue to work on the project.
My understanding is that the switch statement was for npc character conversation text. That seems pretty reasonable, even in enterprise SaaS for something like translations. It might not be as easy to maintain in other circumstances.
I would suggest that the 1000 line switch statement implies a state machine that has suffered from the "state explosion".
This usually results from an inadequate system-subsystem decomposition and/or not considering modes, both of which lead to hierarchal state machines instead of one big flat one.
This aspect of architecture is difficult to teach, it is one of the "black arts" that comes from experience and is difficult to codify.
Just one example why, is that often it might require the synthesis of state machines not directly evident as needed from the functionality, eg to perform a one to many or many to one functionality.