I'm planning out a tactics RPG game set in a cyberpunk gigacity. But I don't want to just have an excuse to have cool skylines, I want to use set-seed procedural generation to generate the entire city, letting you explore all of it, down to being able to get into every apartment and office if you want. I might scale that back if it gets too impossible to do, but my plan is to use a loose, rule-based approach to generate things the moment they're needed, basing the contents of generated areas on what they're supposed to be, rather than the Minecraft method of generating a lot of stuff at once and then apply rules to them to figure out what they're supposed be. Now, the big question is: why. Why would I make an entire city when I could just make a bunch of story-important rooms and some pretty skyboxes? I want the player to feel like they're exploring a real place, seeing events unfold in a place that's alive (again using a healthy dose of procedural generation), but is there any gameplay benefits of having an entire city? I'm basically looking for ideas of fun ways you could use having access to an entire city in gameplay. It doesn't need to be core gameplay, gimmicks are okay. For context, the game is about doing detective work on supernatural cases, but the detective framing is mostly an excuse to have you get into fights a lot. Some examples of "gameplay ways a city has been used" in currently existing games that I've considered prior to starting this topic: GTA games hide special collectibles and powerful weapons in hidden areas that you need to explore the city thoroughly to find. This is a no-brainer and RPGs usually have a lot of nice hidden goodies to pick up, but it isn't enough on its own to motivate building an entire open-world city. Retro City Rampage II lets you buy any house in the city as part of building your evil empire. This doesn't really meld well with what my game is about, but it does open up interesting new perspectives of what a throwaway apartment building in the skyline means. Earth Defense Force has buildings be destructible, letting you remove them to get a clear line of sight on enemies or use them as cover (but of a temporary nature) and letting you see the destructive nature of war as the missions drag on. I think this level of carnage would be a bit too over the top for my game but it would be a cool idea. If you've got ideas that require natural space outside the city to be used, I'm open for suggestions as well; I'm mostly on the lookout for ways to use a big open world in gameplay (rather than just as a way to make travel distance between missions longer) and implying that the world will be a city.