Where do you get your 25-hour-afternoon?
An RPG is not about length, it's about choice. Of course, you can have 25 hours of choices and consequences or 50. None of them is necessarily better. But in many games it's more of 25 hours of c&c plus 25 hours of combat fillings. Or 50. Or 75. Or long travel routes back and forth. Makes the game last longer but not necessarily more interesting. Actually, that's what most games do, especially if infested with achievement quests. So I'd always prefer 25 hours with no fillings. And just because some dev says it's about 25 hours doesn't say anything about how much that game consists of repetition or fetch quests. If it's intense, I don't care. And actually most game developers don't have the skills to entertain for more than these 25 hours, writing-wise.