Basically, yeah.
Let's not act like they're poor, exploited individuals without a choice. They willingly accept the job and apparently do very little else to help themselves but complain about it on the internet. More fool them.
Choice is irrelevant. It can technically be a choice, but still be exploitation all the same. The choose to work there, because they're passionate about the game and want to make it as good and amazing and awesome as possible, but their employers take advantage of that passion to make them work longer hours than reasonable to force the game out the door as soon as possible, making hitting a particular release date more important than employee health or morale.
But that's an approach that while it might sound good at first as long as everyone's willing to do it, it's in fact to the benefit of no one. Productivity very quickly falls off a cliff once you go beyond like 50 hours/a week. That's where concepts like the 40 hour workweek came from in the first place: it's to the benefit of neither employee or employer to work much more than that because of the very steep effect it has on productivity, meaning it makes more sense and is more efficient to head home early and recharge one's batteries than putting in those extra hours every single day, since the increase in productivity from working more reasonable chunks of time will quickly outweigh the negligible benefits from crunch.
Unfortunately, most work in game design tends to be either contracted out of even if you work directly for the company payment tends to be based on a yearly salary rather than hourly. This itself isn't inherently bad in of itself and there's nothing wrong with the basic concept of salaried employment. Unfortunately, however, salaried employment has become rather twisted and used to entirely circumvent the entire concept of overtime. However, rather one has a salary or is paid hourly, our limits remain the same and productivity drops off the cliff once we go passed the 50 hr/wk mark, in many cases earlier. Study after study after study confirms this.
This is also part of why Rockstar games are infamous for being delayed: despite them using such heavy-handed forms of "crunch-time," and how passionate the employees are for their work, the effects on productivity remain the same and both productivity and quality of work drop off a cliff, forcing them to work even more hours to make up for it. They would be much better off if they just worked more reasonable shifts and avoided crunch in the first place, especially since the games end up being delayed regardless. I mean, on top of the numerous studies that confirm this, Rockstar's infamous trend of delaying their games past their initial release dates is the proof in the pudding: if the method truly worked, than such delays wouldn't be necessary every single time (unless management is really just that bad at planning after all this time, which is it's own problem). the fact that they are shows something's going wrong.
Thus, no matter how willing the employees are to put up with it while their working there, their nonetheless still being exploited. They have a lower work/life balance, leading to lower productivity and morale, leading to the games they make taking longer to make anyway and needing to be delayed regardless. There's absolutely no winner here. Not the employees (who are forced to work extremely long and unreasonable hours), not Rockstar North or Take Two (who don't hit their initial release dates) or even consumers (who also don't get the game on the initial release date and have to wait for delays regardless).
There's just no benefit for anyone. So, why defend it instead of lobbying for better, no matter how much of a choice it is? Considering the effects the approach has (wholly negative and to the benefit of no party) remain the same regardless of how much choice exists, that seems to be entirely beside the point. No one benefits, so why not lobby for better regardless?
No matter how much you deflect to choice, or other options the employees may or may not have, that remains the same and the situation and Rockstar in particular remains the same regardless (especially since, even if everyone there did quit, they could easily find other young 20-somethings that would have no problem being exploited because of their passion, so even that would fix nothing in of itself. That's kind of the whole point of "exploitation" and why we tend to have laws and regulations concerning it: corporations are very efficient at finding ways of finding employees to exploit if given free reign, no matter how many pass on the offer. There are always those that won't no matter how many people pass, and that remains a bad thing regardless of the respective number of people that say yes or no to the offer), and that situation remains to the benefit of no one, so why not lobby to change it so that at least someone benefits? I don't get it.