Nobody enjoys this, I am fairly certain. But, space is big, and tbh in my opinion, any way to "cheat" around this would make the game feel much smaller than it is. (same goes for supercruise)
I've always felt that hyperspace travel as depicted in
ED is a perfect dovetailing of the technical time requirements -- mapping the skybox, generating the system from the PG seed, loading relevant assets, communicating with the Stellar Forge -- with the fiction. I've played the game since alpha and in all the time I have never once -- literally
not once -- felt as though the illusion of distance between star systems is compromised by my knowledge of what's going on "under the hood."
That's certainly not true for the rest of the game, where the illusion frequently breaks to one degree or another. But the actual jump mechanism, the fantasy of shoving vast energies into an exotic drive system and punching a shortcut across 80ly of space, is as close to perfect as I think it can be. It's one of the reasons why exploration works for so many people.
If someone wrote, say, a castle exploring game in which every room-to-room transition was a 10-15 second "magic portal" animation and every room was the same but with 1-100 PG items in it, it would be intolerably tedious. Fundamentally, this is
ED exploration. And yet for some people it works... it's believable fiction perfectly masking technical realities. If you have the right mental wiring to accept it, the illusion is complete.
Supercruise I have more of a love/hate relationship with. It's much better than the micro-jumps proposal with which the game was originally designed, but some of the distances involved can become tedious. Not in terms of immersion, because in that regard it mostly works albeit not nearly as well as hyperspace, but in the time involved. When I'm escaping from reality by cruising zen-like towards an unimportant destination with music or a podcast on in the background, it's fine. Even occasional Hutton-like distances are tolerable. But when I'm pushed for time by real-world considerations, trying to complete a bunch of missions and one of them wrinkles me to an adjacent system with a 120,000ls run to the signal source, not so much. The sense of scale is still there, arguably even more than in hyperspace because you can "see" it, but sometimes it's not enough to mask the reality of the time-sink.
As for the OP's video, maybe there
is something wrong with me because I quite enjoy collecting -- and yes, even watching short videos of other people collecting -- materials. Not because the gameplay is overwhelmingly engaging (it
is very repetitive) or because the graphical fidelity of the game is so great (it's fine, but the Cobra engine is getting on in years and I've seen better).
It's more because of the PG nature, the fact that these sites aren't hand-crafted even though some of the individual assets are. The idea that a bunch of people have programmed everything they know about astronomy and astrophysics and chemistry and exogeology and theoretical xenobiology into a system, told it to use those rules to go render a galaxy with trillions of worlds, then invited us all to play in it.
To me that always was and remains absolutely incredible. And just because the only way we interact with most of it is to shoot bits off and collect them in a bucket, that doesn't take away any of the magic behind it. It would be
great to have alternative tools, but for me their lack can never ruin the setting. FD took everything they knew (or could reasonably speculate) about a real galaxy, reduced it to a bunch of numbers and equations, and from those numbers and equations emerged a model of everything from the largest stars to the tiniest rocks. And we are free to go about our daily fictional lives, ever if some activities are a bit "grindy", inside that world.
I find that wonderous, and if that means there's something wrong with me then it's a badge I'm happy to wear.