The game doesn't want you to carry everything—it wants you to carry *wrongly*, feel the physics of that wrongness, and then understand: infrastructure exists because burden cannot be eliminated, only repositioned.
When you load cargo asymmetrically across Sam's frame, his body tilts, stamina drains faster, and terrain becomes hostile.
You don't fix this by finding a better path. You fix it by redistributing—shifting weight left, adding a container to the right shoulder, accepting you'll move slower.
The chiral network itself isn't a delivery system—it's a load-bearing structure. Every BT encounter and every stranded NPC connected adds to the distributed weight Sam carries. The game never lets you forget the physics.
This matters because every real infrastructure project built in the last decade assumed centralization was efficiency through clouds, data centers, and supply chains running through single chokepoints. Death Stranding suggests the opposite: that a system designed to survive distributes load so thoroughly that no single point failure matters, because everyone carries some of it rather than relying on one perfect bridge to one perfect server.
Play through the first five deliveries in Death Stranding with intention: watch when cargo balance forces you to take longer routes, and note how many times the 'optimal' path is actually the one that shares weight across your whole body rather than minimizes distance.
Read Hideo Kojima's interview with Famitsu from 2019 where he discusses the physics engine decision to make cargo weight asymmetry matter—he deliberately rejected 'convenience' design because he wanted players to feel infrastructure as *labor*, not abstraction.