I'm actually kind of a fan of "the unnecessary", within limits. As "open world" games become increasingly de rigueur, part of what separates the wheat from the chaff is a willingness to create content that some players will never partake in in the name of creating a rich, vibrant, believable world that feels like it's full of opportunities for entertainment.
Especially contrasted with the "We created five activities, and you're going to do all of them! And by God, if we skinned a snow area, you're going to go to the damn snow area if we have to knock your protagonist over the head and drag you there!" approach.
Now, obviously, there are limits and exceptions. At least one person has brought up gratuitous multiplayer in largely single-player experiences. And it's entirely possible to make a game that's "broad, but shallow"; there are many things to do but they're all trivial and unfulfilling and don't contribute much. A desire for variety and/or detail should never feel like it was given priority over creating something that a player would go through from beginning to end and feel they had had a full, robust experience. You shouldn't budget for chrome and hubcaps and neglect the engine, so to speak.
Especially contrasted with the "We created five activities, and you're going to do all of them! And by God, if we skinned a snow area, you're going to go to the damn snow area if we have to knock your protagonist over the head and drag you there!" approach.
Now, obviously, there are limits and exceptions. At least one person has brought up gratuitous multiplayer in largely single-player experiences. And it's entirely possible to make a game that's "broad, but shallow"; there are many things to do but they're all trivial and unfulfilling and don't contribute much. A desire for variety and/or detail should never feel like it was given priority over creating something that a player would go through from beginning to end and feel they had had a full, robust experience. You shouldn't budget for chrome and hubcaps and neglect the engine, so to speak.