Well, I know for a fact that the Unreal Engine doesn't use STL. There used to be quite a large variance in the quality of any STL implementation and when you care about each single instruction that gets passed to the CPU, you turn a bit into a control-freak.
Some gamedev's also dislike interacting with STL code because of the metaprogramming in there and the associated error messages produced. Heavy template use makes compilation terribly slow, which is undesirable when you're trying to do a couple of quick iterations of code.
These are issues that can be avoided simply by just not using STL and templates in general, or very sparingly. The downside is that you need to roll your own of everything, with all of the bugs and devtime implied...
Some gamedev's also dislike interacting with STL code because of the metaprogramming in there and the associated error messages produced. Heavy template use makes compilation terribly slow, which is undesirable when you're trying to do a couple of quick iterations of code.
These are issues that can be avoided simply by just not using STL and templates in general, or very sparingly. The downside is that you need to roll your own of everything, with all of the bugs and devtime implied...