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 WorldBuilding (in games that actually have plot), but can also leave players bored by the pacing (and FakeLongevity in some cases) or overwhelmed by the sheer amount of content.

Genres that tend to be Denser include {{Action|Game}}, {{racing game}}s, {{Casual Video Game}}s, {{Platform Game}}s, and {{Rail Shooter}}s. Genres that tend to be Wider include [[AdventureGame Adventure]], ActionAdventure, {{Role Playing Game}}s (especially most {{Massively Multiplayer Online Role Playing Game}}s), {{Strategy Game}}s, and {{Wide Open Sandbox}}es. Gaming in general saw a shift to Width with the VideoGame3DLeap during the 5th console generation.

Tangentially related to the SlidingScaleOfLinearityVsOpenness, as Linearity typically correlates with Density, while Openness typically correlates with Width. FakeLongevity is sometimes present in games on the Width end of the scale. The SuperTrope of SlidingScaleOfVideoGameWorldSizeAndScale.
!!Instances where the Scale was consciously considered when producing a game:

* Creator/ShigeruMiyamoto and Eiji Aonuma felt that ''Zelda'' got a bit too Wide with ''VideoGame/TheLegendOfZeldaTwilightPrincess''. This is why they made sure that ''VideoGame/TheLegendOfZeldaSkywardSword'' was Denser. Fan reaction to this lead to ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' being a WideOpenSandbox in the vein of the NES original.
** Shigeru Miyamoto had largely sat back and let the Paper Mario staff do its own thing, but for ''VideoGame/PaperMarioStickerStar'', Miyamoto became heavily involved. The result was a much, much denser game than any previous Paper Mario title.
* Rocksteady has stated they were focused on making Gotham Dense rather than Wide in ''VideoGame/BatmanArkhamKnight'', as they feel that Detail is more important than Scale. Interestingly, they still have to give the world some width as Batman can now drive in his Batmobile and the streets were too narrow for that in ''VideoGame/BatmanArkhamCity''.