Same with Death Stranding. I never got why because all the other gameplay options like HUD, markers, reflex, etc. are all there.
I think the “for what” in this case is the missions themselves, much like Hitman. The meat-n-berries of these new Hitman games is the act of playing and replaying the missions any number of different ways, and that’s generally how I’ve gotten my moneys worth with V. I still don’t agree with anyone that the actual level design is anything less than great. To me, the outposts are cream of the crop in terms of providing tons of cover, multiple roots to an objecive area, and enough enemy presence to make zero tracing satisfying.
For me, that was enough, but the issue really is just Kojima’s just being a shit writer and an even shittier scenario planner.
Like the entirety of mission 30 is such a paradox of idiocy. Because as a mission, mission 30’s the best “final level” of any MGS game to date. OKB Zero was perfectly designed with tons of routes to each checkpoint and a much higher concentration of guards with stronger gear than any outpost in the game, which makes fighting them head on or bypassing them so much more satisfying.
Everything else…?
“Make contact with Skull Face.”
“Get him talk so we can find out what his plans are.”
“Go along with him even though we have no way of ensuring he won’t just kill you.”
“No sign of Sally anywhere near the base.”
It literally feels like Kojima straight up forgot everything that happened right before this mission because the Scooby Dogs already “knew” what Skull Face’s plan was by mission 29. They got one detail flipped but they knew what he wanted to do with the word worms and knew, thanks to Huey and his magic legs, that he was only at OKB Zero to activate Sally, which they knew was at Serak Power Plant, since Kiefersnake saw the housing chamber there.
There was literally no reason the mission shouldn’t have just been a boss mission at the end, where you find Skullster so you can fight and kill him head on. Who cares what the dude’s plans are if he’s dead?
That whole sequence and what follows at the plant just reeks of contrivance because Kojimbo was okay throwing all the pieces to the wall if it meant he could “subvert expectations” by omitting any boss fight against Skull Face so revenge wouldn’t be satisfying.
Long story short: Kojima’s a fucking idiot who will sabotage his own story and game as a result if it means “being different.” He’d rather be artsy than just tell a good story (not that he’s capable of the latter, since all these games have shit writing).
And I think that bleeds into the gameplay a bit, hence having a big open world with fuck all to do. Because people who blamed that on Konami forget that Death Stranding’s a thing, and there’s really kinda fuck all to do in that open world as well, beyond fighting the same two boss monsters and delivering cargo to the same customers with increasingly less reward incentive. With MGSV, it didn’t bother me because the missions themselves are really fun, highly replayable in ways no other video game is, and have great enemy AI to fight and sneak around. But you do start to get a sense of excess within both games when you see how condensed the missions are, in the case of MGSV, but how little of the open world is actually used in these missions.