Okay, lets start this "loud conversation." I had been thinking about this idea ever since the game "The Dead Linger" came out. TDL was a breakthrough in my mind, and brought a new perspective to games into my brain. The developers (Sandswept Studios) brought the idea of procedural generation the survival game franchise, and it may not seem good, but hold your fire and hear me out. In survival games, have you noticed that no matter how much is on a static map, people always go for where they can get an advantage over everyone else? i.e Going to high loot areas and high vehicle spawns if any. And, people start to learn the maps as well, making websites or such dedicated to showing where to go. Although, if you have randomly spawning zones around you, you cannot know exactly where to go, or even know the route to get there. In addition, when you design a map by hand and decide where every box and tire goes, people will not fully appreciate that all the time. This is definitely apparent when people know where to go, because they will just bypass that part of the map you worked so very hard on, not even knowing it was there. Now with all that being said, I will start by saying how I imagine this if a2z Interactive ever feels that what they are doing is not wanted, and just change gears. (Obviously they wont) Almost like a zoning system, where there is a zone for towns, cites, etc. (IDK about this one) Having a minecraft-like world generation, where everything is in chunks and zones could be a chunk or spawn in them or whatever. roads connecting chunk to chunk, unless it is something else like a wilderness zone That's what I have to say about that. I will try to keep up on this forum if anyone has any questions about my writing, or what else I think about procedural generation. NOTE: Please keep in mind I wrote this while being very tired, so therefore I may have typed a sentence wrong that spell check didn't catch.