That's interesting. A lot of people thought critics were praising it unfairly for being linear and having a lot of easy walking.Yesterday's Slightly Something Else was about poorly paced games, inspired by the lackluster-to-negative response that most of the Escapist crew have to Ragnarok.
So my hot take is that not only is Ragnarok paced just fine, but this is purely a symptom of games critics being "forced" to play everything that comes out very quickly.
The complaints came down to "why am I being forced to do this mission." Well if one actually likes the game, one does the mission because that's the game, lol.
Like they were talking about how in one section you "have" to ride around on a yak with an NPC as a secondary character, or in another section you have chase false leads. And yes of course it's game-y, it's largely excuses to go to the next place and do combat or whatever. But... this is how games work.
Meanwhile Yakuze and Persona games are praised to the high heavens and those dialogue scenes go on FOREVER and that's ok I guess, I dunno.
Elden Ring is GOTY and it's the same damn caves and bosses and all you do is ride around and get lost and fight the same crap over and over and everyone knows the last third is garbage but, sure, GOTY. Only when Sony releases cinematic single player games (that aren't actually broken!) do we complain about basic video game characteristics like "the game keeps giving me quests without also giving me a meaningful existential value for my life wah wah wah."
As for why Persona and such are praised for long talking. It's about what you're signing up for. People that know about or like Persona games know that talking is a big aspect of them and expect it. I imagine the criticism of GoW is that people expect more doing and less talking.