Do people want to play it? Will they still want to play it after they've put a certain amount of hours into it?
'Content' isn't something that should be measured in how long it takes to finish a certain part of the game. If a game can keep you entertained for 100s of hours, even if it means replaying certain parts or certain modes several times to discover new things, that is content.
On the flip side there's so many modern games that artifically lengthen the hours it takes to finish playing through it once, yet most of that 'content' is just repetetive tedium rather than actual fun.
People aren't stupid. They can generally see the difference between real creativity and unique concepts compared to soulless generic gameplay only supported by high production values. That's why certain games which are marketed as premium products only end up in the bargain bin sooner than later.
The amount you sell if for should come down to a combination of how badly people will want to play it, how long they will want to keep playing it and the difficulty in producing a game of that standard-- production values, gameplay scope, developer quality, development size, series history, brand value etc..
People may say that charging more for a game based on it's name or the publisher's name is greedy, but the concept of brand value is a double-edged sword that can easily work against them if the game doesn't live up to the history and quality that's expected. If the games are still great, they will be validated in charging more. If the games begin to stagnate in any way, they will be criticised more heavily for their choices.
Ultimately it's something that can only be judged once people actually play the games.







