I want to point my finger at you and accuse you of cynicism (sp?). But then I remember that colleague who was crunching as a part time employee, and yeah you have all the right in the world to be because gamedev has always been quite fucked up.
I do believe (and hope to be correct) that many gamedev studios are getting much better, but there's plenty still to do.
Sure but one thing is saying it and the other thing is living it. The hard deadlines of peak sales periods like Christmas seem like are still constant drivers of death marches in that industry.
> without changing the working conditions currently in place nor the salaries of employees, thus switching from the 40-hour week to 32-hour.