I share that concern, but at the same time I've enjoyed the story depth. I'm constrained, however, by the speed of modern gameplay. Most teams barrel through content because it is just easier to do than when the game was first released. There were natural pauses in gameplay to hit Rest between mobs. There were reasons to wait until everyone had reached the mission door. That sort of thing is hard to plan against in mission development because while the game can still be played that way voluntarily, most teams are not interested in nostalgia trips and want to get through the content as fast as possible.