See, I think if they gave you more deployment options, there would be far less of an issue. Eg not just helicopter. Underwater deployment, BASE drop deployment, etc. Like MGS1-3.
The way I see it, in MGS1-3:
> you watched a cutscene setting the backstory
> you watched a cutscene of Snake deploying in a cool way
> you watched a cutscene of him arriving
> you watched a CODEC call of him briefing more
> watch a cutscene of him scanning the area
> you played the infiltration itself until a new area/mechanic/character/story beat (one every 20-30 minutes usually)
> then cutscene
> you played a bit of the exfiltration
> watch cutscene of climax
> watch cutscene of actual exfiltration
In MGSV:
> you watched (and played bits of) a cutscene setting the backstory
> you watched a cutscene of Snake deploying in a cool way
> you played him arriving
> you played him getting briefing (tapes)
> you played him scanning the area
> you played the infiltration from deployment all the way into the target without any cutscenes
> perhaps watched a cutscene in a story mission here, but probably not
> you played the exfiltration all the way out of the target
> you played the climax
> you played the actual exfiltration
The above x1000 instead of just x2 (MGS1-3), x5 (MGS4) or xN (Peace Walker). When you quantify the game this way, it sort of is the ultimate MGS game. Within MGSV is multiple MGS1-4 adventures, contained in its huge structure.
I suppose the argument is that by making so much of the MGS traditional pacing, the impact was lost overall. I still love it, MGSV is basically a "make your own MGS game" generator for me. Land somewhere, pretend I'm Solid Snake, infiltrate like shit and have a great adventure.