Reactorcore, on 01 July 2012 - 04:10 PM, said:
How do you properly code a commercial game architecture?
How do you organize it?
How do you make it not become unmaintainable spaghetti code?
What specific things to keep in mind when building this, codewise?
What you are asking here is for someone with experience to do a mega-mind dump of experiences, practices and processes...in a simple forum reply. Yeah, not gonna happen.
However, I can tell you that effective code is modular code. Seems blatantly obvious, until you see how much bad code is out there. There are two simple concepts:
cohesion and
coupling. You want to understand what code "goes together", and keep it in one method/block/module/function. At the same time, you try to minimize coupling, or how explicitly connected that block is to other blocks. You want highly-cohesive, minimally-coupled code.
From those two simple principles spawn a slew of methodologies, architectures, patterns, languages, language features (ex: generics), heuristics (ex: YAGNI, Law Of Demeter, etc.) and development tools that, to various degrees of success, help you keep those two principles in check.
In theory, you want to optimize furiously for both those broad concepts. But, in practice, there is a balance. The more effort you put in cohesion-coupling optimization, the more you may affect performance, development effort, maintainability, testability, etc. So, it's not just a matter of lining up the right "magic architecture". Also, as Stainless colorfully alludes to, there's the realities of development and the roadblocks that can make sticking to principles difficult or overlooked.
Some of my favorites "thingees" that are tied to the above discussion, off the top of my head: domain-driven design (esp. the concept of aggregates), inversion of control/dependency injection (to promote low coupling), functional languages, MVC-type patterns for UIs, component-based architecture and Haskell + functional-reactive programming.
Some notable books:
Design Patterns,
Code Complete,
Game Engine Architecture, etc.
There's probably a million more things I could give you, but these were the neurons that fired during this post.

At least, hopefully they should help you have starting points to google with...
Hyperbole is, like, the absolute best, most wonderful thing ever! However, you'd be an idiot to not think dogmatism is always bad.