Size doesn't matter
Contrary to what guys are obsessed with nonstop, size isn't that big of a deal. It doesn't matter how long it is, it matters what you do with it. If you ask anyone who's experienced both big and small, they'll say it wasn't even relevant: it's all about execution.
This is a little mini-entry just defending Danganronpa and similarly concise visual novels. My argument is that visual novels being filled to the brim with text is not only the wrong way to approach them but actively fails in regards to what a good visual novel should be.
Visual novels are not just blocks of text with "sophisticated prose". If you want something like that, where the center of the piece is authorial skill to pull off the fanciest and most engaging verbiage, you're much better off engaging with a real book. No, visual novels are not and never have been about the "prose", they're about the marriage between visuals and text.
Ultimately, it is far more accurate to compare visual novels to the likes of manga. Manga utilizes its lettering for the sake of further portraying its visuals. The core of the piece is seeing how the two blend together organically. In the same vein, visual novels are a matter of seeing how the text better describes a kind of comic-like storytelling style. This is one of the reasons I denounce the original Tsukihime as not particularly good: it hinges entirely on its text as its visuals are very barren and limited. It's not just the low production value but a lack of concentrated effort to do something more with it.
I try not to talk about Umineko as much anymore, but seeing the way people discussed and engaged with this in opposition to "simpler" visual novels recently has irked me: Umineko being "longer than the Bible" is not a flex but a point of concern. Fans approaching in good faith will generally argue Umineko transcends its evident pacing issues by its parochial qualities. I actually agree with this: you can have a flawed piece where you look past its writing issues because of how honest and down-to-earth it comes across. My issue is moreso with people that frame it as having "better writing" than other works.
Better writing is a misnomer when it comes to visual novels! Why are we bragging about the scale of "writing" in a visual piece? This is like gushing about the "plot" in a video game when by nature they actually transcend plot in favor of ludonarrative? Clamoring for the "best written visual novel" comes across like you're trying to force a medium into something it's not. When you become so centered around "prose" it begs the question why you don't just gravitate to books.
To defend Umineko, the reason its story is affective is not because of its prose. Ryukishi's prose is very simplistic and drawn out. No, Umineko's story works for a lot of people because the combination of excellent music, expressiveness, unique sound effects, and premise are compelling to the audience. It's silly to flex it on the basis of "writing" or try to prop it up as "high art" because some Christian guy on YouTube glazed it.
Most visual novels do not "hold up" solely on prose, and they don't need to. Danganronpa, I would argue, is one of the most effective visual novel series because of its very concise and spartan communication style being used to drive home its visuals. It wouldn't work if it drowned the reader in excess script, it only works because the elements of the game come together. The "text" is not just the script but the sprites, music, visuals, and even the user interface. That's a kind of story only a visual novel can tell.