It introduces you to fairly simple rendering, which is probably the biggest hurdle for starting development (getting something on screen).
The way you handle each piece as data and consequently how that changes how collision is handled is non-trivial but simple and a decision which you will have to do million times over as you progress forward.
It has very few and well-defined game states and it gives you a strong course in checking victory conditions and inserting game state checking loops into your game.
It required an extremely limited amount of content creation (as over-scoping your content is one of the most common and deadly mistakes of early developers).
Moral: Don't talk shit about successful people if you're serious about being successful yourself. These are the people you are possibly going to be seeing in the future.
More like the people I'll be CRUSHING with my capitalistic fist.