For me, it's about whether or not the game feels like it's length matches what it's trying to do. Doom 2016 is a game where I felt like the combat encounter never got quite crazy enough. In terms of hour count, it's a good length, but I felt the encounter design could have been stretched a little further. Opposite that, Alien Isolation is a game that feels way, way longer than it's gameplay can support.
Trying to pin an exact hour count on games is a mistake. I can feel satisfied from a fairly short game that delivers on it's central premise and keeps itself interesting throughout, like Titanfall 2, and I can be satisfied by a long game that does the same.
In my opinion, though, generally games that are too short and don't live up to their potential are much more uncommon than games that outstay their welcome, because designing fulfilling gameplay loops is a hell of a lot harder than raw content creation and a lot of people are easily swayed by the raw amount of stuff a game has.
Story wise, sidequests throw a wrench in things, so I give RPGs and such a bit of a pass, and obviously less story focused games can get away with stretching their plot out. However, in terms of raw, linear main story, I think anything longer than maybe 10 hours is really pushing it. That goes for all media, books, tv, games, movies. Even when it's a series of books or something, where it's told over several entries and sequels, I've never really seen a story worth telling take that long.
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