In every in-game activity, be it an immediate or an overarching one, the inconveniences between the starting point and the goal, beginning with the very fundamental inconvenience of not having arrived at the goal yet, are what constitutes gameplay. Where the process of overcoming those inconveniences places on the scale from annoying to enjoyable determines how much fun the activity is. The desire to remove all inconveniences is a fallacy. Inconveniences have side effects. So does removing them.