These are two completely different questions and bundling them together is weird at best, a symptom of fundamentally misunderstanding how games are made at worst. Crunch makes for worse games, not better; devs who crunch aren't at their top of their creative and attentive game. Good games take time to make, not just because of the work involved, but because creative work needs time to breathe and come up with great ideas. Code needs time to be created in a clean and organized manner (and refactored when needed), not rushed so that devs are forced to hack in edge cases and new functionality with duct tape and pray nothing breaks.
That's, of course, not to mention that crunch is the symptom of either a mismanaged development schedule (with all the problems that entails), or a broken work ethic based on exploiting workers out of the gate (which is not exactly the best for employee motivation).
Into the Breach took four years to make, and it's the absolutely perfect game development masterclass it is because they didn't have a time limit and could spend however they wanted exploring and refining gameplay. As gamers, we should push for games to take longer to be made, not shorter. It's a self-obvious truth elsewhere; all other things being equal, you'd expect a product that took more time to make to be the better one. Why do we make an exception with games?