The suggestion is simple, but difficult to implement correctly:
Randomly and procedurally generated rooms/shops that are re-rolled over time (due to physical limits on saved games)
There are so many doors that can never be opened, inaccessible floors on Mega-buildings and shops that are nothing.
In a city as big and alive as Night City, it's mostly people walking on the street and closed doors.
Imagine for a moment being able to visit apartments in Mega-buildings. You would find empty one, luxurious ones, trashed ones, people sleeping, people defending themselves from an intruder, and more. Heck, why not have the occasional couple having sex and getting surprised! That would be hilarious.
Similarly, imagine walking down the streets to purchase random stuff like junk to decorate your apartment, clothes, food, shards with stories, etc.
The potential benefits are:
Randomly and procedurally generated rooms/shops that are re-rolled over time (due to physical limits on saved games)
There are so many doors that can never be opened, inaccessible floors on Mega-buildings and shops that are nothing.
In a city as big and alive as Night City, it's mostly people walking on the street and closed doors.
Imagine for a moment being able to visit apartments in Mega-buildings. You would find empty one, luxurious ones, trashed ones, people sleeping, people defending themselves from an intruder, and more. Heck, why not have the occasional couple having sex and getting surprised! That would be hilarious.
Similarly, imagine walking down the streets to purchase random stuff like junk to decorate your apartment, clothes, food, shards with stories, etc.
The potential benefits are:
- would give the illusion that people move on occasion when their residence gets picked for a re-roll (should be picked randomly among the oldest places visited, but still allow for old places to be revisited without being re-rolled)
- essentially gives the player more opportunity to loot and acquire resources, but this should be balanced by increasing the variety and uniqueness of things (foods that do different things, much broader range of Access Points breach difficulty, etc) -- not making things more expensive as it would just create a repetitive boring grind.
- give more room, literally, for random encounters leading to fights, sneaky puzzles or deeper lore. (imagine trying to sneak in a regular office building to steal from the director, just because. But then you stumble on a hidden room with corpses and scavengers! or a sex dungeon, in the executive conference room.)
- give alternative chances to (re-)acquire unique things that has been lost or missed, as if they were recirculated in the economy.
- gives space for player-generated content in addition to random procedural generation -- see the old Spore game for an example, let the players design for you.
- makes Night City worth re-exploring when everything has been done