Quote from Joka:
I'd really like to know why Battle Network was rejected. It's an hour and a half of solid commentary, amazing RNG manipulation and clever routing, that has never been at a GDQ.
Clarification on this would be helpful for me. It was progressed earlier this year for SGDQ, and the estimate has dropped by 10 minutes since then, and has been cut substantially by 1 hour since a year ago. We made a submission video to overview the run, which linked a full run within that description. We understand that it is hard to keep up with all of the long runs that are submitted, and we thought that it would be helpful with our submission. If the reason for rejection was due to that, then I apologize. I saw where full runs were requested, but that it was acceptable to post highlight videos as well. The most realistic and reasonable option for this run was to post the highlight. In the past, we have been told that MMBN1 was too long, that it does not appeal to a wide audience, and that there are better RPG choices for the marathon. We took those criticisms to heart and have honestly felt that we have addressed these issues. A massive amount of time has been cut from our estimate. Our community and viewership for this game--as well as the series itself--has grown exponentially since then. My final point, and admittedly one that is probably all-too-familiar statement concerning these situations is that this game is really something different. The RNG manipulation and routing paired with the style of gameplay makes MMBN1 something unique. The manipulation is not at all subtle, and at times completely absurd--and in the most entertaining way possible. Our commentary is rehearsed and informative. The game plays EXACTLY the same way each time. It fits a marathon setting, at this point in time, more than I can say about a lot of games. Please, if you can, I would like to understand more about what can be done to help us out with progressing BN1. Thanks.