The article explains the design decisions behind Godots choice to not utilize ECS (Entity Component System) and sheds light on how Godot works. It compares Godots architecture, which heavily relies on inheritance and composition through Nodes, with the typical ECS approach. While ECS offers data-oriented optimization and dynamic component management, Godots approach allows for higher-level composition and simplifies the hierarchy of entities. The article addresses misconceptions and emphasizes that different approaches can work better for different developers.