With how long the storyline is regarding Reborn and Rejuv and how often it tend to get reworked, I prefer to wait until the game’s storyline is completed in the case of Rejuvenation.
I know about the whole “a delayed game is eventually good” thing, but that is only true if the dev team doesn’t take the right priority, such as adding more fillers to the story when actual story progress should have been made. Reborn’s case is fine given it’s based of the roleplay of the same name and must have lasted this long; Rejuvenation does not have the same excuse, and comes off as much bleaker than it should due to how slow the pace feels.
After all, there’s such a thing as being too long. You don’t want it to end it too shortly lest we get a rushm convoluted and unsastifying one, but if the story started to drag on with no significant progress, made worse if the main characters continues to suffer with no positive character development (or a well-made negative character development if one wanted to make it logical), then the audience will eventually lose interest until the pace goes back up… and that’s only if the pace goes back up.
For streamers, it’s already not a good sign if the game’s story is pretty long. Now imagine how daunting it will be if such story ends up dragging on longer than it should due to fillers or exceedingly slow pace and lack of progress, so it’s not hard to see why many streamers would nope‘d out if they saw how long the likes of Reborn’s story is.
Reborn and it’s connected cousins of fangames worked due to high number of writers and programmers alike, not just because of it’s dark but nonetheless grounded tone, and given the sheer length, it’s one of the few fangames where the “all Pokémon available as of this writing” thing actually worked in it’s favor. Any smaller fangame dev trying to replicate the success by copying it’s formula and length will end up realizing that the task is more herculian than most players thought.
The silver lining in that there is nothing wrong with wanting to write a long story for a fangame, but you had to make sure to keep the story happening by making meaningful progress for both the protagonists and antagonists, not putting plot twists for sake of extending the already long plot, and making sure that the important characters does not overstay their welcome by becoming unintentionally hated in the process. It’s not easy, but it can pay off if done well.
On a game, however, you may want to put a “speedrun mode” or something along the line so that streamers or players not having patience with the story can enjoy it, or at least progress through the game faster. If the gameplay aspects turned out bas due to rollercoaster dififculty and unfair gauntlets like 6v12s, it at least makes it easier to expose the flaws on the game as well.
This post and all of these "long game unfinished" posts are putting the cart before the horse.
90% of the people who got into Pokemon fangames in the last 4ish years don't even know that Rejuvenation exists. Because no one covers it anymore.
90% of people who play romhacks nowadays don't use Smogon Forums. They don't go on pokecommunity, and god no they do not find RebornEvo.
They exclusively find new games through Youtube content.
Reborn didn't "work", by the way. Reborn actually is a far worse game than Rejuvenation and that's the reason why people who had interest in Reborn still care about Rejuvenation. Reborn after many of its updates ended up having a great tileset, good unique mechanics, a good artstyle and good taste in music- but its story was bad, and the game's difficulty went off the rails towards being mainly unfun towards the last third of the game. I say this as someone who actually did slog through terrible moments such as listening to an annoying character's dialogue in my head over and over, doing a fetch quest to be able to fight the Fighting gym leader, who's gimmick is practically luck-based and I had to reconstruct my team to do it without IVs.
Reborn is a game that falls off extremely hard as it goes on. I will say the beginning of it is one of the coolest bits of any Pokemon game, with the limitation of options the player gets meaning they actually have to try- Reborn is one of the best Pokemon fangames when it comes to getting the player to remake their team, and rewarding them for doing so. But as the world opens up it's more about convenience and the vibes of the game goes from this cool, atmospheric broken city, to just mainly normal Pokemon.
Rejuvenation in a way is actually fulfilling things that Reborn was supposed to do but with an actually coherent plot and game, while Reborn was always messy as fuck to begin with, and a way better difficulty curve.
Saying that Rejuvenation's plot is inherently not well-written because the game is long is just a bad take. Many of the best stories ever are absolutely long as fuck- is Rejuvenation one of the best stories ever?? No, but it's Pokemon as a series that is one of the few RPG series to have plotlines that aren't over 50 hours minimum. Reborn and Rejuvenation are just the length of normal RPGs.
All of y'all are bringing smoke for a project trying to reverse engineer a justification when the reality is that it's not about your thoughts on the game, it's that people don't make content on these games anymore. Rejuvenation isn't the only story game that isn't talked about much, and while I dislike Unbound there's a reason Radical Red got far more coverage- it has that streamable quality.
The idea of a "Speedrun mode" is literally just anti-games-as-art. Games should not be designed around convenience, they should be designed to elicit the feelings that the developer wants. Story games should be story games, and if the developer wants the game to be about the story, why would they do a "Speedrun mode" so that people will skip most of the work?
Redesigning games to appeal to streamers is such a cringe concept and it's one of the flaws with modern gaming, frankly. I'm not one of those people who thinks modern games are getting worse, I think there is a lot of variety in the genres that weren't there in the early 8th and majority of the 7th gens, where it was mainly just military shooters and other varieties of shooters. A 2023 couldn't happen a decade ago. But honestly, this touches on something that's making the indie game market less appealing to me as a potential maker; games being designed around going viral and being streamable will always win out over the games that are mainly singleplayer and often make people cry.
Lethal Company is a cool game, but compare its success to the likes of Rain World, where it took years and a DLC in order to be a small niche title with any fan community, despite being one of the most immersive games ever- an experience that will stick with players for decades. I think game design is in a war right now between games that try to stick with people forever (good!) and games designed for players to forget the experience the next day, but come back for their next dopamine hit.
Games like Radical Red are cool, but ultimately their main purpose is streamer fodder to be used by streamers so that their thousands of viewers can get their dopamine hit (Where they will forget everything the next day).
IMO this entire discussion is a microcosm of what the scene of developing is becoming. Trying to make a 100 hour campaign game with a story you want people to remember for free? But what if not all of the story is important! How will streamers stream this??
Then onward to do challenge run 42 that will be forgotten the day after completion, or watching Youtube/Streaming in a week for accumulative many hours, or many games where literally all of the time you spent will be forgotten.
We should support games that are actually aiming to be ambitious and try to make an experience that will stick with people, and not reverse engineer a justification for why the games failed to get traction when the actual reason is much more cynical than "Some people didn't wanna replay it", considering the majority of the audience doesn't know the game exists.
I understand if what I'm describing sounds pretty dramatic, but at the minimum I just want people to recognize the amount of effort that goes into this, and how it isn't "the developers fault" that they started making a game close to the end of an era. Rejuvenation is one of the last remnants of that era, and most of the fangames we get nowadays don't bother with a new campaign; people are spending hundreds of hours remaking Kanto. Again. In another engine (Essentials).
If you want one of the other few story games to come out in the last few years, there's a cool fangame I played called "Pokemon: The First Journey"; the premise is that the game is about Professor Oak in Kanto when he was young, and includes a lot of fanon lore about what Pokemon are and how they work. It's a decently lengthed game, about 15ish hours I think, and it has some interesting gameplay since Pokemon Centers don't exist. I don't like all of the lore, but the lore leads to an extremely interesting ending that is supposed to lead to the other game the creator is making. It is as I just said, another person spending hundreds of hours remaking Kanto, but instead of in the way that Pokemon Infinite Fusion just remade Kanto but again to fulfill a gameplay gimmick, the way this game plays through Kanto is mainly in reverse, and it's used for story context- it doesn't end up feeling much like a Kanto game, only maybe the last third can feel like it moreso when the areas open up. IMO it justifies that work.
And the game is done, so if you want a complete Pokemon story experience, there you go. I wish we got more games like these, because this is a game that actually really sticks with me; I'm not gonna act like it's some high-class writing, but what I'm getting at overall is that it doesn't need to be high-class writing to be something to stick with you. I recommend anyone who likes to get an interesting take on Pokemon lore to try it.