Back in the 80s coders were developing games using straight opcodes with no assembler nor nothing because if you used high level languages people would complain about performance.
Today, the people paying does not give a damn, therefore the people who codes does not either.
Things were a lot different back then. Programs were much smaller, less complicated, needed fewer resources, simpler architechure. Comparing then and now is like comparing a Volkswagon Beatle to a Tesla Model S.
There were indeed assemblers back then. I used one on a PET 8032 for my 6502 Machine Language class in college back in '80-81. Also, assemblers don't deal with high-level languages, just machine language.
From a coding perspective, unless the client is a data center or some such, the end-user shouldn't have to care. All that matters is they get a product that works as advertised.
The customer should care because when the developer decides to pull a library with 300 dependencies instead of writing half a dozen custom funtions he is forcing the customer to buy more RAM. When the developer uses a bad library that causes excess IO he is forcing the customer to upgrade his storage or networking gear. Basically, new school developing consists on passing on the expenses of inefficiency to the customer. It works because customers suck and deserve to die.
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