>>28145442There's a lot of facets to it, which in themselves aren't that time-restrictive. You've got asset creation, QC, and implementation on top of writing and plotting.
The thing that makes these things take a while for quality™ is that nobody is a professional Pokemon fangame creator. Even though we've got about 20 people actively on board, we're all adults who only get busier with each passing day. Fangames are a hobby, and work is often relegated to a couple hours in the evening, provided your energy level permits it.
Real games take a couple years with a team of people working the 9-5 to hash it out. When your staff is a bunch of overgrown nerds with increasingly serious jobs and lives, it's inevitable that things don't chug along at a brisk pace.
As long as we're having fun, it doesn't matter a whole lot how long it takes. A love letter is much better when you spend a whole evening poring over it, as opposed to scrawling it down in the 3 minutes before 5th Period Biology.