Why? How is that better than a continuous play area?
Exactly as PeterPotamus said.
It also allows for more believable and immersive implementation of bigger settlements with bigger variety to them (both looks and mental state).
Heres a shameless quote of my self from some time ago regarding the idea of a mapsystem I'd like to see:
A return to the classic worldmap system. The actual FPP/TPP playground World be roughly about 2-3x the size of Fallout 3; and the area is divided into 7-10 smaller sections which vary in size and content and are scattered on the worldmap. General gameplay in those would be about the same as in F3, run around and do local quests. No teleportation fast travel, since the places aren't that big, but when you enter the node you could spawn at any location you've already found.
Outdoorsmanskill is reintroduced and works similiarly to Fallout 1&2 with the difference that nonhostile encounters are always avoidable should the player so decide (to decrease the amount of loadscreens).
The worldmap itself is zoned in couple of ways:
- The farther away from the starting position, the harder the enemies and vice versa; but there is still a chance to encounter harder enemies on starting grounds and vice versa.
- The map is zoned into territories, which each have their set of unique enemies as well as a few commonones that can be found on every zone.
Each zone has about 5-7 small maps for random/special encounters, which are either hostile or nonhostile.
The nodes on map would be as follows: A settlement (Or just a visitable location like a majorsized building, militarybase, factory etc.) - with explorable wasteland around it to provide exploring and/or smaller sidequests.
They could even include two settlements, but in general all towns would be much bigger than those in Fallout 3.
Each settlement has its own set of architecture (not too different from other settlements, but so that one can tell the difference), clothing and mindsets. These are small things, but they can add a lot to the game. At least some visual variety.
Entering worldmap from a node would happen through the edges of the map. In Fallout 3 you get a popup message that "you cannot go further that way" - now it would be like this: "e) enter worldmap". To not have to always run to the edge of a map, pressing (for example) the mousewheel would open up a minimenu (somewhat similiar to Fallout 1 and Fallout 2) beside the cursor that would have various commands (like heal, repair etc. but that's not the point here), one of them being "Enter worldmap", which could not be used during combat or if there are enemies nearby. However, escaping combat through the edge of the map would be possible.