There are tons of elements in Star Citizen which waste the player's time under the guise of "realism" or "immersion" and the more I think about it, the less sense it makes. I'm starting to believe that what we are being given is a set of time-sucking mundain tasks instead of fun gameplay. And these bottomless pits where enjoyment and productivity disappear, actually go against realism in a futuristic society. Let me share a few examples: 1. Space Trucking (Cargo): Those who drive trucks or trains or cargo ships in the real world, don't have to hop out of their vehicle and take public transportation to some exchange floor at a remote location to sell the stuff they transport. This is a ridiculous concept. They drop the stuff at a port, grab the next batch of cargo and move along. They are paid electronically, withing needing to go anywhere. Cargo needs to be physically moved, but that's usually done by robots and crane operators. Picture a ship's captain running for the subway so they can get to "Wall Street" to sell their cargo for a good price to understand how silly it is. 2. Shopping/Inventory Management: Today, anything I need or want can be purchase on literally any network connected device and get transported to where I am. No tractor beams or magic replication technology is needed. In the distant future, I'm expected to physically run around a shopping mall just to get from screen to screen. They all take my credits and place giant ship parts, or personal items, or food into a nebulous inventory from which I can add them to my ship or access them when needed, but this inventory is only available in the place where I bought it? Also, despite the future technology being able to generate a fully assembled and working ship at any location, somehow doing the same with a single ship component is impossible? Instead, I have to waste quantum fuel and crazy amounts of time, trekking to various moons and planets to gather the things I want to buy? It's completely contrary to a thriving economy to make it difficult for people to buy stuff. 3. Medical Assistance: The real world has medical facilities, nurses, first aid stations, in many public venues. Why then, in the future, do we have to travel across town to a hospital? If med-bed technology exists and we can clone an entirely new person when they die, wouldn't it make sense to have that med-bed be located in the hangars where they can easily get back in their vehicle and go on their merry way? All the landing zones now seem to have a medical emergency area right in the hangars, but that spot doesn't have a med-bed. Instead, players wake up across town and have to waste more time traveling back to the space port. 4. Claiming/Calling your ship: It makes sense that, the larger a space ship is, the longer it takes to either get it ready for take-off or reproduce it when it has been claimed. What doesn't make sense, is that we have to get to the star port to begin this process. If my character wakes up in a lovely room with a view, why can't they open up the mobiglass and order their ship before having a cup of coffee, enjoy the view for a moment, then getting dressed and heading to the space port? By the time they arrive, a chunk of that time could have already expired and the necessary preparations can be made. It is an absolutely pointless waste of the player's gaming time to require them to stand around at a star port, waiting for their ship to be ready. 5. Quantum travel: Sure, getting from point A to B in quantum space can take time, but only being able to jump to pre-designated markers seems very limiting. I should be able to control my ship during a quantum jump and adjust its direction of flight. I should be able to use this quantum jumping to get to where ever I want on a moon or planet, not just a handful of spots. Having to jump to a point of interest on Daymar, then fly manually (slowly) 200km to get to a specific cave, is dumb. I could go on, but let me summarize here. When designing a game, it's important to consider, "How does this help the player enjoy the game?" I would argue that the elements above (and several others), do not benefit the player in any way. Instead, they benefit the developers who have not fleshed out enough fun stuff for Citizens to do. So they rely on trams, trains, elevators, walking, waiting, manual shopping, running from screen to screen, sped up food/drink requirements, etc. as a distraction from how little there really is to do. Respecting the amount of time people have to play games, and building the experience to maximize the fun while reducing the tedium, is far more important than adhering to some fictional "realism" or hiding behind the claim that it's for "immersion." As soon as you realize that every button you've ever clicked in the game on any screen to do or get anything, can be accessed from your Mobiglass or an MFD in your ship or a HUD in your helmet (if the devs wanted you to do so), you realize just how unimmersive it really is to navigate Star Citizen like a pedestrian rather than a futuristic space explorer with technology on your side.