OK but let me give you a real example. Last week I was playing Red Dead Redemption 2 and spent an hour just hunting, fishing, and stumbling onto random encounters. That wasn't bloat—that was the game letting me live in its world. You mentioned Elden Ring yourself, and I think that actually proves my point. It's massive but every cave, every ruin has something that matters. A unique weapon, a boss that changes how you play, a piece of lore that recontextualizes everything.
The problem isn't the size of these worlds. It's that some developers treat "open world" like a checklist instead of a playground. But even then, you can just ignore the filler. Nobody's forcing you to clear all 300 camps. You're acting like optional content is mandatory. That's on you, not the genre. A tight 30-hour experience is great sometimes, but it can't give you what a living, breathing world can.
04:22 PM