I'm not sure? I find the delivery stuff really enjoyable and meditative so I'm not sure I can answer your question. I wouldn't change it for something else.
The game is a cooperative logistics simulator with a crazy sci fi story. Honestly I'm mostly baffled by the people who can love Breath of the Wild and not like this. Honestly, there is a lot of common DNA in their design philosophy, but instead of shrines you have delivery points and the puzzle solving is figuring out how to better traverse the world.
Helping the different people and cities nets you many beneficial tools and helping other players put resources into roads makes the world more traversable, making it easier to make more deliveries. All the mechanical loops feed into each other and reinforce one another.
I'll chime in if that is okay. I love the game and the deliveries help bring communities together. Like delivering medication, fresh water and supplies and shows them they can help each other. Same with the online. Different porters help each other and create a sense of community. I also think the deliveries themselves are interesting. Doesn't sound fun on paper but really fun when playing.
I'm curious about how close the current gameplay loop is to Kojima's original vision or if the delivery loop was something that developed during iteration.
In my opinion, if you took the philosophical game design challenge "make traversal interesting and give it a strong risk:reward element", Death Stranding is what you'd get.
Deliveries/cargo are ONLY there to add risk to your actual objective (reaching new knots and improving the environment to eventually reach the west coast). If there was no need to carry cargo and make deliveries - which are crucial to long term success in the game (levelling up Knots) then going from A to B would have no risk. If you fell over or got caught by BTs or MULEs, it wouldn't matter. With precious or fragile cargo, you suddenly need to consider EVERY step. And when you don't, disaster befalls you.
to boot, if we didn't have to track back and forth doing deliveries, players would only ever take one route forward, plant a couple of objects, and move on - the sense of risk would deteriorate and the mingleplayer/shared world aspect wouldn't develop at all.
I've never played a game where minute to minute traversal is engaging - until Death Stranding. Example: while completing a delivery last night I realised I was short of ladders and had to go around a mountain. All was fine until I reached a narrow, deep ravine/river. It was in a crevasse so if I went down I would be swept away. I was carrying a huge tower of stuff. I walked up hill to a point where the crevasse was narrower and lower on one side... And took a running jump over the crevasse.
i literally fist pumped the air when my boots hit solid earth on the other side
a videogame in 2019 literally made me overjoyed at making a tiny 5-foot leap.
Without deliveries and cargos, this sense of risk and adventure and MEANINGFUL TRAVERSAL wouldnt be 1/10th as profound. It would still be there but not as deep or rich.
that crazy fucker did it again
Thank you all for your impressions. What I want to ask you and anyone else who feels like answering is this: Is traversal challenging enough and interesting enough to function as the game's main loop? Most of the footage I've seen entails 90% walking on a realitvely flat surface without much of anything happening. I would imagine that a game about challenging traversal would have really rough terrain, spots that are extremely difficult to reach, adverse weather conditions and a variety of survival elements. Judging exclusively from the footage I've seen, it seems that traversal isn't much of an issue most of the time. Is this different when actually playing the game?