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"Getting tired" of an RPG is rarely because of length itself. It's that RPGs have a tendency to pad playtime with filler (combat you've seen over and over with no variation has been a trick since forever, even in JRPGs and their random encounters). Most devs are on a budget, and there is a market pressure on them: RPGs are expected to be WAY longer than a shooter or survival horror. That lends itself to filler. Balancing game length and quality on a budget is generally a zero-sum tradeoff. And even the likes of BG3 had to cut stuff outright, whilst Elden Ring had a few copypaste dungeons and recycled bosses as well.
Overall Drova is the type you don't want to end quite yet. Even after hours, I still discover new biomes, twists and enemies that behave in a new way and demand a fresh tactic. The game also creates a mix of pixels, people and places you may be sad to leave forever.