Rockstar Games are a studio somewhat notorious for their crunch hours, which was recently reported to be around 100 hours a week on Red Dead Redemption 2. The result seems to be around 60 hours of gun slinging outlaw gameplay length.
Rockstar Games' Dan Houser recently that the notorious crunch hours can slip out of proportions at times in the studio, as Red Dead Redemption 2 dwarfed their previous endeavours. He first stated that people worked 100 hour weeks, but later rectified the statement. He specifically noted that the crunch hours were voluntary as the company doesn't force nor expect anyone to do so.
Considering that the expected gameplay time is around 60 hours according to Houser himself, it seems that the crunch hour push was there in order to avoid breaking the release date deadline or releasing an unfinished product. Due to the scale of the world in Red Dead Redemption 2, there is the question of how much of those 60 hours players will spent travelling from place to place on horse back, and how much of it they will enjoy in action.
Then again, the game might just prove to be action packed enough not to set any more people to sleep, as Houser Vulture that Rockstar was spending a lot of time on the proverbial cutting board lately. They have slashed an entire romance option for Morgan, as it was ill-fated from the beginning, as well as a mission on a train with bounty hunters involved.
Considering many of us still suffer from train-related PTSD that originated in GTA: San Andreas, this may not be a bad decision at all. Let's face it, how long could you stand someone saying "All you had to do is follow the damn train, Morgan". Back to the topic at hand, the total of the slashed gameplay amounted to about five hours of gameplay, so if Rockstar are openly talking about it before the game's release, it's safe to say players will get their money's worth when it comes to content quantity in Red Dead Redemption 2.
Speaking of quantity, Rockstar will still be hard at work for a while after Red Dead Redemption 2 launches though, as parts of the online component are still being written. According to Houser, it will be "as robust as Grand Theft Auto Online, once it's found its feet creatively".