The big secret is that for games, surface continuity actually doesn't matter very much. As long as there are no holes between patches (which is trivial to arrange), and as long as the normals point in more or less the same direction along the join, it makes no difference if they are slightly wrong. Minor visual errors can be corrected by averaging the normals from adjacent patches, and even though this is mathematically bogus, who cares as long as nobody notices? The only thing that really matters is whether you can build good looking and efficient models quickly enough to get the game finished on time.