A few articles and books have found that it's not so much a question of planning or unforseen tasks etc, it's a problem of
culture.
- The culture at an AAA developer and publisher putting out a hugely invested game is "make game of the year".
- Every member of staff is the cream of the crop and will want to "make game of the year".
- Directives from the publisher/stakeholders will filter down the ladder through management and will say "make game of the year".
And what is a "game of the year"? A game of the year is usually something of bleeding-edge detail, design and artistic quality. It's something that the staff will often
choose to stay very late to work on (see Neil Druckmann's quote on trying to stem crunch in
Blood, Sweat and Pixels). They want this to be the best thing it can be and this fosters a high level of in-studio competitiveness and "this has to be
the best" mentality.
And unlike TV or cinema or theatre (a better parallel is prose fiction), you can
keep on improving infinitely. You don't have a few hours/days/weeks of "production" and then production wraps and you have a few hours/days/weeks of "post-production".
In a video game production and post-production happen simultaneously and have no upper limit, they can be improved on
infinitely. As such more time you pour in RIGHT up to release date, the better results you'll see.
That's a simplifcation, obviously, but the brutal truth IMO is that to kill crunch you have to kill the "quality culture" and just tell people to not worry about their work beyond their contracted obligation. "I don't care if you can make this better - the perfect is the enemy of the good. Go home."