So... I concur and still hate myself for it to this day.
While this doesn't excuse the length (nothing can, and a number of people at the studio refused to give the DLC a chance on play days because of it), after numerous... discussions concerning how much more the context of
Dead Money needed to be explained at the outset (which I fiercely disagreed with and its the reason Elijah goes on so long), the
Old World Blues intro was designed as a response to prevent further such time-wasting discussions and I never should have bent the knee to the thought because, hey, players don't need to have everything explained to them if they see it working in the actual world they're exploring.
But I did write it, so I deserve the blame - it goes on too long, and it kills the momentum, frankly. The only part I probably could have chosen to remove with little consequences is the mockery sequence for anyone attempting to speed run through the DLC and claim it was too short (which was part of the reason that we had ending slides based on how many labs you found when you explored) and maybe the Barter sequence thread (I always feel like Barter gets shafted in Fallout if there's not enough stores), but I added the Barter sequence after one of our senior level designers, Jeff Husges, mentioned it would be a lot more fun to be able to outwit/show up the brains, and like most of what Jeff says, I agreed with it.
True story: the intro was based off the Venture Brothers (shocker! if you weren't already aware) where Dr. Girlfriend is being interrogated by the Guild of Calamitous Intent:
https://www.youtube.com/watch?v=rVjuwhEWonU
Oh, well. That said, I did think it was the one DLC that was going to be burned in effigy when it was released since it came close to scaling the 4th wall.