Why do game engine programmers think gameplay programmers want to use components?

We don't want to use components!

Fuck off with the components already!

(it's possible this is just my personal view, but uh it's a pretty strong one)

"What if, instead of just a single function call where you can update all the game logic for the next frame, ie do your actual job, we made every object in the game have its own update function that is called in an totally arbitrary order, whether you want it called or not?"

No I'm fine thank you.

Similarly:
"What if, instead of trusting you to tell us ever frame what you'd like to draw on the screen, you had to attach things to objects and then modify their state every time it changes? Also you can only make sounds come out of big objects that you're definitely going to have to write your own pooling logic for LOL."
Seriously tho, if you're ever curious why Pico8 is so beloved by gameplay programmers, first and foremost it's this. It does none of these things.
@Farbs helps that the function to draw a ‘particle system’ in pico8 is like two lines updating a single array of objects
@bfod that's how I do it in the Captain Forever games too :)

@Farbs Just the other day someone was asking if there were any major game engines that supported palette swapping without some kind of shader nonsense and the only answer I could find was: pico-8

love it