Can you really maintain interesting gameplay for 60 hours, though? How long does the average RPG take to fully explore its mechanics? The game's story might need 60 hours to tell, but what if the gameplay's only... fresh for 20?
My dream setting would be an RPG set in a Midgar-esque city with so much detail that it would be near impossible to experience it all.
I used to wonder what Oblivion would have been like if it had been set in a single, realistically built Imperial City, instead of taking place over an entire province. In reality I probably would've had the same issues with the game, since they related more to the quest design, but c'est quoi c'est.
When I was younger I was more impressed by huge, sprawly gameworlds, because they're overtly impressive, but then I got really burnt out on that. And because I discovered Ultima 7 which, while being big, isn't huge, and is very detailed
The thing with detail is that, while being huge can be accomplished with less personwork and is heavily reliant on the tech side of things -- it sort of mandates good rendering engines with high draw distances that can be performant with a lot of stuff going on, and if you go the procgen route, that's also really system heavy if you want to do it well -- detail requires a lo of manual labor to pull off. You can't procgen the detailed route and have it be interesting unless you're like IDK Tarn Adams.
Which is probably why you don't see it as much. I'd really love to get more of this though.
I'll just be happy with combat systems that don't have me pressing X to win for the first 5+ hours.
That is, regrettably, still most turn based systems :(