Foolery said:
It is a broad generalization. MGSV's core gameplay; the mission-based structure, side ops, consecutive CQC, fulton extraction, base building, staff recruitment/management, tech/weapon development, cassette tapes, and so on, all came from Peacewalker.
It's not that simple. Phantom Pain is indeed Peace Walker's successor, but the actual gameplay has some stark differences. The open world structure which defines the way the missions are delivered to the play and executed is blatantly influenced by Far Cry 2 in particular. Peace Walker was not a sandbox game. You didn't run around Africa looking for diamonds. You didn't smugly complete missions by climbing a nearby hill and firing a carefully aimed missile at the target from half a kilometer away.
The whole "emergent open world FPS" thing arguably began with Stalker, but the formulaic version Ubisoft introduced with Far Cry 2 has clearly influenced MGS V, as well as pretty much every other open world FPS game with any sense of "realism". One interesting trait of Far Cry 2 was that it didn't actually have a lot of cutscene running time because anytime there was a cutscene, allthecharacterstalkedreallyfast. I can't help thinking that in addition to Mad Max, Kojima was probably influenced by Far Cry's 2's focus on gameplay over cutscenes.
You can even draw parallels, however thin, between Metal Gear Solid V's obsession with vocal cord parasites, and the malaria parasites that are are primary game mechanic in Far Cry 2.