So what? We're not discussing the value of Gone Home
This is what Greg Kasavin had to say about the game's length:
Man I hate talking about game length. I feel like it's a multiple-choice question where all the answers are wrong.
TL;DR.if you've played our first game then this one should be in the same ballpark for you
And now, for a treatise on game length! <standing on soap box, clearing throat>
In our playtests there was a lot of variance in play-through durations (as much as 50% difference from one player to the next). Some players take the fights in this game very deliberately while others don't, due to the nature of the planning mode and how it works.
Also there is (in my take-with-a-grain-of-salt opinion) a considerable amount of side content in this game that you can simply skip if you want to get to the end faster.
When making games at no point do we aim for some magical "hours of gameplay" number. It is more about making sure the promise set forth by the narrative and gameplay is delivered upon, without wasting the player's time. It's not difficult to make a game longer. It's more difficult to make a game with a good pace. We're more interested in seeing if we can do that.
The result we want is: If you're the type of person whose time is precious, we want you to be able to get through the game in a reasonable amount of time and hopefully have an experience that leaves a lasting and positive impression. We want you to not regret having played and finished one of our games.
If you're the type of person who wants to really dig into a game and spend a lot of quality time with it, we want to provide a lot of richness and variance in the gameplay to make it replayable and stay fresh so that you get a really good value. That's not about trying to be all things to all people, it's more about catering to two specific mindsets we happen to have on team and naturally gravitate to as game players.
Expectations about game length are all over the place so I hope this helps you calibrate yours.