A real Tetris loop has time (ticks), concurrent inputs (keystrokes), state transitions (collision, locking, line clears), and non-determinism (piece generation). In many imperative designs, these concerns end up tangled in shared mutable state, which tends to produce bugs that are: hard to reproduce (timing-dependent), hard to test (logic mixed with effects), hard to debug (replay isn't deterministic).
This stands in contrast to bifunctor or polyfunctor techniques, which add a typed error channel within the monad itself. You can see this easily in type signatures: IO[String] indicates an IO which returns a String or may produce a Throwable error ( Future[String] is directly analogous). Something like BIO[ParseError, String] would represent a BIO that produces a String or raises a ParseError.