Playing through The Phantom Pain at a very reasonable pace really puts me in the mindset of a longtime private military corporation boss. Taking things relatively slowly gives a sense of what a long period of this type of operation might do to a character, the time it fills and how it functions as a segue from one time in their life to another. This is the real exploration of TPP, after all, filling in a crucial missing link in Big Boss's character evolution. As I progress through the missions and side ops I am slowly building up Diamond Dogs' presence in the market and on the battlefield, but also in the minds of allies, foes, and rivals. I sometimes hear two guards speaking to one another about the rumors that Big Boss has been seen in the area, that he's back after what the CIA and the US did to his former outfit, and that he's pissed. There are fears their outfit may one day be up against the legendary soldier and his own.
Evolving my own play style over weeks and many different missions and emergent situations also lets me further inhabit the role of a veteran operative. Sometimes everything goes sideways and you have no choice but to go loud in a big, brutal way. I try my best not to kill my fellow soldiers, even when we are at odds, but the mission must come first. I feel like this is true to Big Boss's character as spelled out by canonical cut scenes throughout the series. The Boss would much rather win you to his side through his charisma and ideology than put a bullet through you. The last plot-critical mission I did involved a troop of child soldiers. The contract was to kill them, and Miller would have had it done that way. Not Big Boss, though. He'd bring them back to base and at least attempt to give them something more approximating a pleasant childhood than they would get in the war-ravaged country they are native to. And that's what we did.
Destiny recently updated to 2.0 and it's primary "Year Two" release, The Taken King, is out. I've been re-acquainting myself with the game for a couple of weeks, now. Because of an improved campaign experience, a streamlined faction reward system, and more total content available to the lone wolf, I think it's in a better place than it was a year ago, but my core complaints are still valid. I find it simply absurd and arrogant and purposefully obstructive as a design practice to artificially limit what content is available to players the way Bungie does by denying matchmaking for certain content. More thoughts on TTK later.