They talked with guys like Cliffy B, Jason Rubin and Warren Spector and they all agreed that crunch isn't going anywhere but studios need to minimize crunch in light of the toll it takes on employees but that sometimes crunch was needed to handle surprises (the types of surprises that pop up when innovating) and sometimes it helps improve team cohesion.
http://www.gamesindustry.biz/articles/2013-10-23-game-devs-when-does-crunch-cross-the-line
The comments section (filed with the comments of actual developers) was more divided on the matter. Some guys talked about kids visiting their parents to say hello while they toiled endlessly at workstations. Others talked about skilled designers leaving not because they lacked talent or passion but because they weren't willing to give short shrift to their families for extended periods of time. A few talked about how you don't get the best work out of a guy that is at the end of his rope and has been there for months.
Some of the commenters also noted that its easier for management to tell their underlings to work harder than to tell their bosses that their deadline wasn't realistic.
I suspect that with CG popping up everywhere and indies proliferating, there are a lot of options out there so big companies that want to keep talent will need to strike a better balance than many seem to have been doing.
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