The funny thing about Disco Elsyium is that there’s so much to do in the opening area and it builds such a rich picture of the city that you assume it’s a much bigger world than it really is.
It really isn’t that much bigger than the first part, but they did such a great job you don’t end up minding.
The thing about demand/supply ratios is there’s also cost.
AAA games aren’t coming down in sticker price without actual deflation. That’s just not how it works. That they were selling at $60 for so long is a function of cost reductions in an industry where the only thing left to cut is employee costs or the widespread adoption of AI dreck.
If you want a game for less than $80 you’re going to have to buy games with smaller development scopes.
There’s an archetype of game called Princess Makers.
https://tvtropes.org/pmwiki/pmwiki.php/VideoGame/PrincessMaker
They’re easy to make, actually, all flags and variables, but it seems like a natural fit for what you want to do. The “princess” is usually pretty limited by the trainer, which can be herself or the dragon in this case. Have the dragon own a library and something she can use for training and the game becomes about your princess getting Prison Jacked while finding ways to communicate with her rescue, with events and endings responding to the training choices.
Making the player feel trapped is relatively easy, just place limits on her actions based on the dragon in various ways.
Can’t train in the morning because you have to serve it breakfast. Can’t go riding or outside or whatever until it trusts you or whatever. Can’t research certain topics in the library unless you find a way to sneak in, etc.
Honestly, even if you want more of a 3d exploration game the limitations should probably be the same vibe. Just have the dragon be a constant voice of “No”
Some hedge funds lost money.
Others were the ones manipulating the market in the first place.
Aren’t Layton games basically a visual novel?