Many people prefer it big n’ juicy. I’m content with small ones. Less work. Same satisfying result.
On a serious note…
I think for a long game with nearly 1,000,000 words or so. The plot better be ass-big with many subplots to keep the reader entertained. Smaller games that tend to press the conflict more than it really is, seems pretty pointless to me since there is a set objective to accomplish. After that, what’s next? Some authors try to incorporate more content past the main conflict like defeating the big bad, and turns out there’s an even more OP big bad (Supposedly). But it is endgame and you probably have a finished stat line and can curbstomp them with a simple set of choices making it a severely underwhelming plot twist. Or your MC gets their ass handed to them and blacks out making the reader feel like it’s inevitable. That the first part of the story spent preparing for the final obstacle was wasted, and that time could’ve been spent elsewhere. When authors try to bite off more than they can chew that’s when it goes downhill.
Games with smaller plots can be rather bland and have little replayability which is why the choices must be an absolute priority of differences. Authors who make bigger plots and stories have the leisure to throw in flavor text and options that don’t really matter except at certain points where you, the reader, are exposed to part of the conflict. A way to remedy this is to separate your game into portions (series) if you don’t think you can handle it in one book without retconning to much and turning your reader off. Honestly, having a small plot to work with, where you can finish everything you need the reader to know to set up for the next book where you can go all out may be easier for you. I don’t know, everyone is different.
OP I don’t think your issue is the size or how grand the plot is. But how poorly and rushed it is written that overwhelms you at once.