oh okay. i'm glad you made a separate topic!
i think hl2 is a fairly good example of a game that didn't need to be any longer than it was. the campaign mode was brief, but well-paced, and didn't feel rushed. also, it had expansion packs, so that's a plus. but!! as good as hl2 is, if i paid $50-60 for it and it alone (no expansions), i'd be a little irritated. it comes with extensive multiplayer, though, so i feel that length isn't necessarily as much a factor as it would be in a regular game. as far as ffxii goes, this is just the other extreme of the problem; length doesn't equate with quality one way or the other. i don't want some gay short game that feels rushed, but i basically NEVER EVER want to play a 100-hour rpg either, so yeah. if games just stopped going beyond 40-50 hours, you probably wouldn't hear a single complaint out of me, because i can't think of a single 50+ hour game i've played that didn't feel like it had a pretty large amount of filler and pointless bullshit simply for the sake of "-180 hours of rich, fulfilling gameplay" on the back of the box in it.
another thing is replay value, which different people have different definitions for. my definition, for example, does not include an obsessive need to unlock every weird achievement, or secret uniforms, or most of the shallow bullshit developers throw into games in a weak effort to give them replay value. a game with really strong replay value in my mind was starfox 64. that shit was great; no unlockables (that i remember), no other silly shit, just HIGH SCORE. the game was like $50-60 and took under an hour to beat. typically, this would be pretty fucked up, but as a shooter goes, i think you can have some room to breathe when, at under an hour from start to finish, if you're into the game at all you'll probably play it many more times trying to get a higher score or whatever. i probably played it over 30 times, so it felt it was a good investment, based on replay value alone.
but here's the thing about your point on game stories: most games don't have especially well-paced stories to begin with, so i can't see the effect of adding more content (ps you would do this by rewriting the story in some way, not by just THROWING DUNGEONS IN. i don't even know what you mean by "artificially increasing their length." as opposed to what?) being much more than minimal. there are few games i play that are short and end with me thinking "ah... a perfectly paced storyline." it's usually either rushed, or dragged out. but yeah, the notion isn't to lengthen the game to go beyond the story, just to lengthen the game and adapt the story to it. i'm not in favor of this at all if the story quality takes a serious hit, and would never have suggested it for a game like hl2, but i honestly don't think it will, most of the time. if your game REALLY feels complete at like 8 hours, then there's not much that i can say, other than that pricing it at $60 is kind of ridiculous and, unless there's some sort of online component or high replay value, no one really has a reason to actually buy it.
but yeah, i don't like the direction they're going in with extras. multiplayer is fine, side quests are usually pretty gay and boring and shallow, and i'll never even come close to understanding collectibles. aside from multiplayer, extras just don't appeal to me. beat the game, and then do other, insignificant shit? why? the idea of adding more content is to give players more to do, and to make the shit they're doing feel like it has some sort of impact on the overriding story, and the world. the idea is to make the overall experience of the campaign last longer. COLLECTIBLES do not do this, and neither does multiplayer, but it has other redeeming qualities. side quests i'm on the fence about, because while in theory they'd allow you to have continuing adventures in the world that might have some impact on it even after you complete the main quest, usually they're so stupid and superficial that it's just a thin excuse to keep running around. if you had GOOD, meaningful side quests that served as viable alternatives to the main quest, that'd be cool, and i would be totally okay with it. it's something of a rarity, though!
also, i don't particularly think it's fair to compare nes to xbox 360, because i've really been talking almost exclusively about last generation to previous generation, although i admit it's kind of really difficult to get a good idea of the big picture, because i've played a very, very small fraction of the games from last generation, and i'm basing my opinion solely off those.
so i guess i do think games are too short. or, more appropriately, my problem is that they're very rarely what i see as being the proper length; they're either way too short, or way too long. you've either got something like ffxii that just overreaches itself and throws so many stupid meandering dungeons and areas at you that you kind of get pissed off and spend maybe 30% of your time playing the game actually enjoying yourself, or you've got something like assassin's creed, where you beat it in about ten hours, and afterwards you can... maybe kill people in stupid, difficult ways to unlock achievements and get microsoft points to do whatever the fuck with. at least, this has been the impression i've gotten from the games i've played/read about this generation, and it's definitely not the ideal! but, regardless of your experiences, mine has been that, maintaining the same basic gaming habits i always have, games like gears of war and bioshock and ac take me noticeably (5 hours at least) less time to beat than games like shadow of the colossus or god of war or prince of persia. this is kind of gay!