For fans who really love the heroic Snakes, I must make them accept the Snakes fallen into the demon in TPP. That’s the strong point of long-lived series. Players who’ve played few MGS, aged with the Snakes and share the memories & emotions. They have vicarious experiences of Snake’s suffering journey for 27 real years. I used such metaphor like Gillian in Snatcher had an amnesia, so as in Policenauts. In such case Player should be able to play the game without any info about PW or GZ incidents. For Players who haven’t played series, TPP provides you the setting where protagonist has just been waken from 9 yrs of coma. I intentionally design the memory of Player & protagonist will cross over thru the game. It’s the reason Raiden appeared in MGS2, the reason you swear vengeance in TPP after your MB built in PW was destroyed in GZ. To bring Player to the same level of emotion with protagonist, MGS always fuss over that part. Thus the more distance it gets the more complex past or specific setting protagonist has. Unlike movies, you can maneuver yourself in games.
If you state in gaming, FPS applies to that method. Instead of detective or trained spy, an ordinary person like an audience gets involved in big incident. Hitchcock had implemented the way of “being involved” drama in latter period of his work in UK and suspense he made in US in order to have closer distance b/w audience and protagonist to feel empathy with. On Twitter, Kojima took the time to explain how he intends to handle this, and how he’s trying to deal with what he calls the ‘character versus player’ paradox. This is necessary because in this game, Big Boss will not be heroic like before, and instead it will tell the story of his downfall.
With MGSV, Kojima goes through great lengths to involve the player in Big Boss’s actions and emotions.