Playing games often is personally as episodic as the game itself. Life is going on while you play, and sometimes you just have to leave for a while.
Some missions in BL3 do not support the game player well in this. I’ll use (without spoilers) Space Laser Tag as an example.
Once you get to the final area for this mission, it’s more than an hour to work through it. I’m moderately good, and didn’t die, and it still took a heck fire long time.
Which is fine, if there are points at which you can save and walk away for a bit.
Borderlands 2 had some very long missions also, but there were points to save and quit for the evening or whatever. Dam Fine rescue, for example, is a long slog. But halfway through there is a transition to another area, and you can save, quit, and continue later.
Space Laser doesn’t allow this. You must complete, or you will have to come back and do the whole thing again for another hour or so.
One transition point, or a Fast Travel in the middle of the map, would alleviate this, and be a much better experience.
Yes you can go to the pause menu and just let the game idle, but that’s not a good solution.
I really think some of the longer missions need to be re-designed to have the ability for a player to save progress and quit. Life happens, whether it’s paying attention to your family, going to work, going to school, or whatever, give the player some relief.
And I haven’t even touched on the reality that there are zero vendors in that map, which adds to the stress. There are plenty of chests, so I didn’t run out of ammo until the final boss, but there was no way to unload gear you had picked up.
Re-thinking some of these maps/missions with an eye towards (using Gearbox’s words) livability and fit with real-world activities and responsibilities would be good.