I think no one who hasn't made a game start to finish appreciates how much content it requires (no matter the genre), and even if you have, you still underestimate it massively, but perhaps a bit less massively than the uninitiated. Strangeland was supposed to be a 3-week project; it will be a 4-year one. Fallen Gods was supposed to be a 1-year project; it will be a 10-year one. I'm especially slow, of course, but the rule is true. Things that seem fun and fast when you're getting started become nightmarish slogs as you continue.
With full-on RPGs, getting the features in place is itself a huge hump, so when an indie RPG crosses the "all the features are there" threshold it seems like it should be reasonable to finish it. Not so! That's why even stuff like NWN mods, RPG Maker games, ChoiceScript text adventures, etc. get abandoned 1/3 of the way through (or 1/10, or 1/20, etc.). The more content you have, the more it interacts, the more content those interactions demand, etc., etc.
I first assumed this project would never succeed; then when they released the demo I allowed myself a glimmer of awed hope. Even I forgot the slog.