Almost every town-hall, all-hands, etc was framed around the product and keeping players happy (we need to deliver this by this date so you have to crunch). The hiring pool was primarily people that played the games we developed and there was some psychological warefare going on that attempted to prevent attrition based on building what you loved.
The quote from the article is: > No one works in the game industry unless they love what they do.
This is pretty true and can be very toxic in your "job". My advice: Don't love what you do for work THAT much. Keep a bit of a disconnect and live your life still. In the modern tech industry you can leave, you can find a job that treats you well, don't make your identity a "video game developer on X game" because that is a recipe for burnout.
The issues that stemmed from this are impossible to outline. People made subpar decisions, dealt with inhumane conditions and harassment, took lower pay, and at the end of the day has caused REAL harm in the industry (suicides, trauma, etc). We need to be better and hold these companies accountable from every aspect of not buying games, not working there, and attempt to make the industry better.
I left my stint at video games and went to a different company. The pay is better, the working conditions are better, my thoughts are not stifled because of internal politics.
The industry has changed quite a bit since 2004. During that time publishers were key and many times deadlines were set by the next "drop" for the publisher, but many of the problems with the industry have stayed around and video games are not worth it.