Crunch? I can tell you about "Crunch".
15-20 hours days, 7 days a week. 24hr on call. Early morning. Late night. Dinner date interrupted. Movie night interrupted. Sorry, can't wait. Family wants this done NOW! Want Thanksgiving off, go work for the post office. Want Christmas off, go work for the post office. You got a family event? So what. This family is paying us, so they comes first, not your family (if you have one).
Yep, that's a reality.
Working 9 to 5 is a song (a damn good one), but that's all it is. In reality, if you own a business, or are involved with the growth of a business, or wanting career growth, "Crunch" is life. If "Crunch" is killing you, or destroying of family unit, or making you emaciated because you aren't eating enough, then there is nothing wrong with going to work for the post office, or being counter help, or stacking boxes, or being employed at whatever job that only requires you to be in a given place to perform job duties during set hours. It's honest work, and sometimes it pays very well (post office and government jobs pay extremely well for their grunt work).
Quoting Marcin Iwinski in the article, “It’s hard-core work. It can destroy your life.”
Also, the article states, "Too many who have stayed have suffered the physical and mental consequences. Game developers need to insist — to their bosses and, most important, to themselves — that health comes first". That sounds nice, in theory (like "we shouldn't have to lock our doors at night" sounds nice, in theory). Although I fully agree with those two theories (and others), I have to temper it with another school of thought that comes from the other side of the fence.
"The squeaky wheel doesn't get oiled, it gets replaced."
I can appreciate what developers must go through. Probably more so than others (believe me on this). I would tell Mr. Iwinski that sometimes you end up spitting blood, and no one is thanking you for it. That's the nature of the beast, and it is never going to change. There might be exceptions to the rule, but that is what they are, exceptions.
When others have asked me why I go through the misery, the "crunch", that I do, all I can tell them is that this is how it is, and how it will always be. I tell them that for whatever reason, I was meant to do what I do. I don't complain because I already know that if I walk away from it, I'll just come back to it eventually.
Like I said, it's what I was meant to do.
Maybe that is how some game developers feel?
I guess for some of us, whether they are like me, or are game developers, or in some other career, we kind of hover under the Warren Zevon motto.