Silent_Buddha
Legend
The games you've mentioned have a very limited variety of buildings and interiors compared to a city. There's really just a few building scattered about. It either helps with streaming or having them in memory.
Cost is an issue but it shouldn't stop the idea of a 'real' city in it's tracks. Paris in AC:Unity has procedurally generated streets. Only a few have interiors but that is an IO constraint. An evolution of that work would lead what I'm asking of city based games. Fast steaming means assets can be mixed up much more, providing more variety for the same production cost.
If I was imagining a Division 3, missions would be proper incursions into a fallen city. Genuine exploration, tracking objectives down through derelict and occupied buildings. Battles spilling in and out of buildings. Extractions like, er, Extraction's extraction.
I'm not knocking the existing games btw. Just picking on them as examples of what city based AAA spaces could offer next gen. If it's just a bit more gloss over the same levels of interaction it's not very exciting.
It's been possible to do since the early 90's, probably even the 80's. The Elder Scrolls: Arena (1994) had an open world and all the buildings could be entered.
If anything the scale of games has gone down significantly over the years because the cost of development has gone up significantly. Each new Elder Scrolls game is in many ways more limited with smaller worlds than the previous Elder Scrolls games. But it's not all doom and gloom. Story has remained rich, NPCs are less cookie cutter (although still cookie cutter), less procedural generation of dungeons (but massively smaller dungeons as a result), etc.
If you mostly game on console things like that might not be as apparent, but looking at the PC side of things is dramatic how the scope of most games decreased as hardware power increased. Again, cost of development for most developers.
There are, of course, always exceptions. The Witcher 3 was pretty massive even compared to previous games in the series. GTA continues to be ambitions in terms of scope and immersion.
But those come at a cost of massively increased budget, massively increased development time, and massively increased teams of developers and artists compared to previous games in the series.
Cost (time, number of developers, number of artists, and money), not technology is the key limiter when it comes to things like all buildings being enterable, much less furnished and even remotely unique.
Regards,
SB