Counter-Counter point. Kojima was always brilliant at building these little sandboxes where weird shit happens. In MGS1 keycards got cold and you could fast travel with different cardboard boxes, guards fell asleep and you could perve on Meryl and catch guards in their pants. 2 brought first person, bottles you could shoot and fire extinguishers you could set off, lifts you could break, colds you could catch, guards you could hold up and dog tags to collect. 3 had eating animals, bosses that died over time and guards you could make hungry by blowing up food stores. I guarantee I've forgotten several from each game and you'll all be angry at me for that but I guess that kind of proves my point?
He was always brilliant at taking simple, small play spaces and filling them with interactive aspects/details. The reason the spaces were small was because of the technology at the time, if you wanted the level of detail he did you needed small spaces to fill them with. On top of this he threw in these incredibly strange stories that sort of mirrored his style of game design. You can call them boring or incomprehensible, but spend a bit of time with them and work them out and you'll realise a lot of silly fun can be had working out their intricacies.
Then MGSV happened. And suddenly, Kojima had the tech to take his small, detailed spaces and finally make a huge open world with them. So he did. And for my money, all of the plaudits Breath of the Wild gets for it's world's explorability (sorry), MGSV mirrors it in its interactivity. It's the most brilliant systems based open world I've ever played. Every stupid system you play with unlocks you new stuff to go in and play with stupidly. It's the using the pistol to shoot the fire extinguisher to blind the guards on a huge scale a thousand times over. There's always a new silenced sniper rifle, decoy snake or actual fucking helicopter to go and play with and the game gives you tons and tons and tons of missions to go and play with them in. It's definitely overly long, and making you replay stuff just isn't fun to the conditioned "play x amounts of missions and complete the game" gamer brains we all have. But what some see as padding I see as Kojima having a massive box of toys and wanting to make sure gamers have the time to play with them all in all of their combinations.
But the nature of an open world meant that it was frustrating if you moved forward five steps and a codec conversation or a cutscene happened. So the plan I guess was to occasionally have these story segments at the end of chapters, but disappointingly Konami insisted the game be released before all of this was finished.
What does this mean for Dead Stranding? Well, hopefully it means another new massive toy box full of new toys, more explorability (SORRY) and a slightly more interesting landscape, bolted on to the mad story that MGSV kind of missed, creepy children and flaming whales aside. With Sony footing the bill and seemingly letting him do what he wants, it might actually be finished this time too.
And for me, that's something to be very excited about indeed.