Yes, start at this point and work your way up in size. Much rather have 50 square blocks with immense detail than 100 with filler/repetition.
I want to repeat a point I think is important...I think it would be a great idea to have a game that doesn't hold your hand in regards to the map and missions. If an NPC has a mission for me somewhere in Dark City, at least have an option to turn off map mission markers, and give alternate methods to find your way....could be as simple as a mission summary in a tablet device/HUD that tells you the area to go and what to look for. Obviously in the future you could use GPS tech to find something like a street...which is why I say make you find something within a street area that could either be found with a map marker or with written instructions. That way it's not too difficult to navigate to an area but requires a little more exploration/challenge if you want that.
If implemented right, you won't have a minimap with mission markers at all, unless you buy the right optical implants, brainware or visors. You can of course always by a paper map, (brainware is cheaper than paper though) and write your markers on it. Same, you should not have any visible health or stress bar unless you got a bio-monitor implant....no targeting cross with target ID markers unless you got smart gun implants or wear smart gun visor...and so on....
Night City University was originally called Richard Night University, built in 1994 - the same year Night City was founded, by the founder Richard Alix Night.
Thus the city is called Night City.
Just a small tidbit of information for those interested.
Thanks for the tidbit. It is the fluff that makes a world alive....fluff even gives reason and meaning to those wastelands and places of emptiness....and if you know the fluff to a wasteland, you can go and find things that were there before it was a waste.
My personal opinion on this is that explorability is important. If you can spend the same 60 hours exploring the buildings, subways, rooftops and sewers of a single half-mile commercial block as you would spend on discovering all the hidden stashes and ruins and nomad camps in the nuclear desert, then the block is good enough...for starters...until I NEED more to explore. Let them have every single apartment and flat explorable, every building, every cinema and bar and brothel or strip bar, every fire-escape, every rooftop, every manhole and sewer line, every subway track and station of at least one complete city district...and adding as DLC more and more districts to it until the entire city is there...including the slums and barrens and shanties at the edge of town....and then add as DLC the outer wastes and Palace and stuff....and add a lot of fluff, history, street lore, local myths, rumours, tidbits, easter eggs and secrets to be discovered.
As to wide empty deserts being meaningless, that is nonsense. They are not empty, they are filled with desolation. That is their purpose and meaning, to show how desolate and kaput the world, to show a contrast to the over-populated city, to make us wonder why people squeeze themselves into disease and insanity breeding cities of a 50 people per square-yard when there is so much space to spread out into. It is to show you the world as it is in all it's ugly glory.