Content in video games, whether it's new gameplay or plot, can be presented to the player in various ways.
Sometimes, the developers keep a taut pace with the content, keeping large areas, optional items and sidequests to a minimum to maintain that pace; these games are content intensive and have "Denser" content. Other times, developers space out the content so that the main portion of the game is experienced much slower and amidst a myriad of extra options; these games are content extensive and have "Wider" content.
Each approach has potential boons and drawbacks. Games with Density can easily maintain the player's attention and provide a meaty experience within a relatively short playtime, but the types of experiences can be fairly limited and not very cerebral. Games with Width offer a broad palette of experiences over a frequently long playtime and a potential for greater
World Building (in games that actually have plot), but can also leave players bored by the pacing (and
Fake Longevity in some cases) or overwhelmed by the sheer amount of content.
Genres that tend to be Denser include
Action, racing games,
Casual Video Games,
Platformers, and
Rail Shooters. Genres that tend to be Wider include
Adventure,
Action Adventure,
Role Playing Games (especially most
Massively Multiplayer Online Role Playing Games),
Strategy Games, and
Wide Open Sandboxes. Gaming in general saw a shift to Width with the
Video Game 3D Leap during the 5th console generation.
Tangentially related to the
Sliding Scale Of Linearity Vs Openness, as Linearity typically correlates with Density, while Openness typically correlates with Width.
Fake Longevity is sometimes present in games on the Width end of the scale. The
Super Trope of
Sliding Scale Of Video Game World Size And Scale.
Instances where the Scale was consciously considered when producing a game: