It is very hard work. Yes, "after-hours" we would have Quake 2 deathmatches on the office LAN, but those were good for stress relief. Programmers tend to work odd hours - while I generally worked 8-5ish (when not in "crunch mode"), we had some programmers that would come in at noon and work until late into the night. We weren't a full studio, and didn't have marketing folks in house. Those folks were either in Austin or Redwood Shores, CA. I do know they put in serious hours themselves. Lots of work managing the media and and internet. I spent a fair amount of my off time on various internet forums and whatnot, enough that I'd get in trouble for spending too much time doing that. Working with rapid game fans (and hard-core flight sims are the worst of the bunch) wears you out after a while.
We had decent perks. Meals during crunch were covered, and we had a kitchen well stocked with junk food and soda. (one of the things my wife had to do was keeping the kitchen stocked). We had just about every game you could imagine, and all the consoles even though we were a PC house.
Crunch sucked though. Many, many hours. The first project I was on we went to 10 hour days / 6 days a week about 6 months prior to ship. We were on 12 hour / 7-day weeks two months later. The last six weeks or so were a blur of 16-20 hour days (many of the team just slept in their offices, I was lucky in that I lived only minutes away). Some of that was bad luck, some was poor decision-making early in the project, and a lot was unrealistic scheduling right from the start. The second project went much better in that we had a good schedule and existing code base to start from, but it was in some ways harder for me as I had a lot more on my plate.
I miss the people I worked with, I don't miss much else.
-CJ