The majority of Anthem's dialog seems to exist to justify the reuse of Anthem Boosting boring activities during quests like yanking items to unlock a doorway or standing on a catch point.
This repetitive structure makes up the vast majority of gameplay at the main story, called the"critical path." Both agent quest and contract assignment types are hilariously formulaic, to the point at which my buddies and I even made a game out of guessing the next objective that could be thrown our way as we flew toward it, and getting it right depressingly often.
Anthem misses a lot of chances to add some flavor to the gameplay of its path missions with elements that currently exist but are held back to the endgame. Receiving fun masterwork weapons in a level lower than the cap of 30, or being pushed to the dungeon-like Strongholds earlier on may have given a change of pace.
Likewise, the buy Anthem Items effort just sent me into the open-world Freeplay mode twice, and among those events was for a comically long part of busywork to open a series of tombs that didn't exactly motivate me to come back. Aside from that, there is no incentive to explore Strongholds or even Freeplay as they provide less experience per time invested when compared to broker rules and contracts.
The Wall