Really, are you sure about that? Walking through the city I would see obviously different stores with different names and with obviously different layouts just looking on the outside I can also see where the poor sections were and where the rich sections were. The city would feel different and have interesting locations and everything doesn't come off as being completely homogeneous? Because I don't think you can do that at least not in the foreseeable future. Granted I could be wrong here but I haven't seen a true example of a city that felt realistic yet in a game. I don't care so much about the city being infinite per say but having the huge amount of detail that is in a city. Yes that's asking for a lot but I'd prefer that vs. say 30 different DC's you can go to.
You seem to be honestly missing the point of the suggestion.
[Re-read nu_clear_day's posts, they have the right idea.]
As a better example, imagine the FO2 world map, and imagine if FO3 had one like it; Now imagine in FO3 that you stand at the vault and check your map, and you click to travel back to DC, you then appear in front of DC (or you could have walked all the way there from the vault). It could be the same for Rivet city, click there on the overland map and you appear in front of Rivet city (or you could walk all the way there).
Now... Imagine that Rivet City is in a wrecked shipyard on the coast of Virginia Beach. You could still click its location in the overland map and still appear at Rivet City (~or you could walk all the way there!).
The point is that the in-between distance is procedural wasteland full of wrecked suburbs, warehouse districts, train yards, flat wastes, impact craters, dried up river beds, and the ruins of long lost townships (that may or may not just be the building foundations). All along the trek there are dangers, and you can find raiders, and animal threats; But honestly I'd prefer an uncrowded wasteland.
The idea is that you could fast travel [to Rivet City], and 2/3 of the way there, the game may decide that you have an encounter, then puts you on the map 2/3 of the way there. (for a fight or merchant, or some other strangeness); From there you could again Fast travel to Rivet City and appear there (if there were no other encounters).
The neat part is that the lands between distant "set piece" locations (like Rivet City) would be plausibly filled in, and there would be no predicting Special encounters, and no online walkthroughs for the procedural content ~none of which need actually be the exact same train yard, same row of houses, same nut in the sniper's nest, same group of raiders for the tenth time.
The other neat part is that there could be both procedural, and hand tuned areas that are only findable in the procedural wasteland (think Dunwich building, and/or a used car lot with a nut salesman living in a shack).
*Speaking of vehicles... Imagine building http://i271.photobucket.com/albums/jj125/Gizmojunk/bike.jpg with a schematic and riding to Rivet City in real time (or just appearing there in hours instead of days).
These are my rambling suggestions:
Some neat ideas.
I'm not sure what all this talk is about insanely large outside World maps is.
See above.
I don't particularly agree with the whole 'rebuilding' as you play idea. The point of the wasteland is to feel barren and empty. Sure you might 'save the world' but you aren't repopulating it overnight. You shouldn't have lots of people migrate in because there aren't people to migrate. The ones who have survived have had 200 years to find each other and make small settlements. Killing a few mutants isn't going to cause a small town to transform into a metropolis.
Agreed. :thumbsup: