The best example in a game i can think of is FF16. You spend hours and hours doing mundane fetch quests, one hour of a cool dungeon and boss, then go right back to picking herbs for npcs again. Or Pokemon S,/M, where the game always stops you to tell you very basic info. Or Persona 5, where characters stop to text you about a thing they literally just showed you, and everybody has to chime and and give their thoughts on it (mostly just everyone saying yes you are right thank you.
a good example of good pacing is Chrono Trigger. Each event has a buildup, and a climax, and it happens swiftly with little downtime or POINTLESS things to add more game time. Another good example would be Mario Rpg, Claire Obscure, Astro Bot, Kirby games, or any game that doesnt add filler to fill up time.
Filler isnt necessarily bad pacing. FF7 has a lot of goofy stuff that is required and not related to the main plot, but it helps develop the characters and builds on lore. A bad example of this would be again, Ff16, where the missions dont tell you anything about the characters. There are some that do, but they can be counted on one hand. The majority are just you finding random junk and the character thanking you. And a lot of it is required. Like the Mid missions, which actually dont go anywhere.
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