BGII? What about it? It's got much more stuff on average per square meter than BGI. And that is at the heart of what my complaint is about. stuff per square meter. content density. Linearity and exploration don't have **** to do with my problem. Exploration was fine in dininity original sin for me, mainly because I was finding cool and interesting stuff (as in stuff that were hand crafted and made for story and quest of the non-repetitive variety) at a rate of one every 10-15 minutes which is less than half the time it took to find anything remarkable in BG. Of course, BG and DOS had no quest markers, so I can actually find things more often in inquistion... but my point still stands: one small room full of stuff is better than two massive plains where that same amount of stuff is much more spread out.
I disagree again. The "stuff per square meter" idea seems similar to something BioWare's David Silverman (marketing director for Dragon Age II back in the day) famously said in a DAII trailer: "when you push a button, something awesome has to happen!" These notions seem to subscribe to a philosophy that games have to provide instant gratification all the time, and that the player gets bored as soon as something new, shiny and interesting doesn't explode across the screen.
Don't get me wrong, of course games should hold interesting content and plenty of it, but I question the idea that RPGs should evolve into Diablo-type games where every new room you visit needs to provide better loot and cooler stuff than the one you just left. In DAI, I personally find all the areas interesting. Sure, there's not a lich hidden in every building you enter or a world-spanning quest to be had from each NPC; but that's what any real world is like - not every being or every place you encounter is extraordinary. There's still a point to put that kind of content in a game, because it serves as contrast to everything that is extraordinary.
So the "regular" world with less stuff per square meter also has its place in good design. If you omit it and make sure that everything the player encounters is special in some kind of way, it ultimately only serves to reduce immersion, giving you the feeling that the only reason anything in the world exists is so you can find it, kill it and loot it.