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For most action games, you are constantly put in fast paced environments with a lot of interaction. The main character of these games is typically an invincible hero with a four digit kill count but acts like this is nothing. This kind of pacing makes the gamer desensitized of the killing and creates a gap between him and the game, which makes you lose immersion. You are required to turn the game off and go back to your life, with slower pacing, to build up more gaming incentive all over again.
In mgs, the main character is human and fragile and the environment can be really unforgiving. There are mechanics made specifically to sabotage the player, including ear-rape landmines, ear-rape detection marker, full lit white screen when you put on goggles at night, sliding off rocks, item select mishap. Killing soldiers is no delight either. You gotta see them bleed their guts out in agony or finish them off which is even more cruel. All of this tension is in contrast with the peacefulness of the empty wilderness. Instead of turning the game off to wash away the tension, you can take a break inside of it by avoiding outposts and enjoying the mundane empty wildlands, just hanging about. You feel more connected to the player because instead of just saving the world and such, you and him are also getting bored together and this bond gamer-Venom can be especially high in mgsv.
One of them was talking in a dialogue that he'd almost finished duty and he'd finally go home to see his new born baby daughter. These are the type of people you kill when you go nuts in mgsv. That's why you must take your time enjoying landscapes, extracting animals, or otherwise exploring empty wildlands, so you could feel soldiers as humans, not as a means to use your weapons.
The game takes place in a Patriot-controlled environment with very few terrain limitations populated almost exclusively by potential recruits and one-off actors, so there is a plausible story background for the emptiness of the world and it does hook into the themes of loss, emptiness, and phantom pain.
But if it weren't for the limitations of making the game run on PS3 hardware it would have been more populated. Infinite Heaven proves that it was completely possible to do so on more modern systems. So any explanation for the particular degree of emptiness as an intentional artistic choice, rather than a compromise made primarily for the sake of business, seems a little bit apologistic to me.
I mean, they could have still done the same level of emptiness. Maybe some kind of refugee narrative where the conflict gradually reduces the area to a barren wasteland. But in its current state I just don't see anything but the business decision which made its current state unavoidable.