I was simplifying my position in an attempt to end this pointless exchange. I was hoping you would stop arguing over irrelevant details (exactly how sci-fi is WildStar, how popular are sandbox games)and accept the simple, original premise for what it was. Since I've apparently done the opposite, and you've chosen to make a mountain from the molehill of a single word, I'll be more direct: we're done here. Go play semantics with someone else. On the actual topic of the thread: the dev session from Rezzed would seem to suggest that they plan for travel time to be a meaningful aspect of the experience. Tangentially, they talk a lot about having very large, very involved zones that players are rewarded for thoroughly exploring. They continue to mention the Settler's ability to construct flight paths as something of note, so that itself could be inferred to mean that flying mounts won't be ubiquitous. Given that so much of the game's design philosophy seems to be centered around actively engaging the player rather than letting them switch their brain off and half-AFK through mundane tasks, I can't imagine them ever embracing a model where player flight becomes so commonplace as to trivialize all open world activities.