hian
Purist
I certainly hope so, and I agree that FF XV design philosophy should give us pointers about how the world of FFVII will be designed in the remake.
For one thing I would very much like to see transportation infrastructure (railways and roads) which would make the world more believable, however it will require some serious revisions in terms of "level design" (or so to speak), because the OG railroaded the progression of the players through limitations in the means of transportation (which do not make much sense, from a world-building perspective).
As for urban environments, I'm not sure which design method they'll use. I think that the OG design is obsolete (as they're the stereotypical RPG-towns with the weapon shop, the item shop, the inn + 2 or 3 random houses, an acceptable standard at the time but definitely outdated now), and when you try to save resources by rendering only portions of a town (such as in FF X or FF XIII, and most cities from the Dragon Age franchise), IMO you fail to convey how a town feels like. I personally prefer the way towns are rendered in the Assassin's Creed franchise, which IMO convey a proper sense of scale and population, but it may be too expensive in terms of resources. I could live with the kind of compromise you have in FF XII, though.
Yeah, there are so many things that don't make sense in FFVII world.
The good thing is that you could keep a very similar traveling structure simply through clever use of writing.
You could very well have a road system, and a railroad going through the mountains behind Midgar to directly Junon, but have the mountain foot be a large military check-point, that would be on high-alert and closed off to civilians after the death of President Shinra, thus forcing Cloud and Co to take the longer and more difficult path through the swamps via Kalm and the Chobobo farm.
This could even open up for more some additional side-missions later (who knows, helping people cross the barrier from Junon to Midgar for some reason or another? etc.) , or a short-cut for backtracking from Junon back to the Midgar area later.
I prefer the towns in the Yakuza/Ryu ga Gotoku series over AC.
AC has huge cities, sure - but they're mostly empty space content-wise, and artificially pad game-play time when you have to travel large distances of nothing important to get to the few places that are important.
Yakuza on the other hand has a smaller more limited city map which is cleverly designed to feel like its a part of a larger world - and because of this it's also packed with people and interactive places and things.
I could be happy for FFVII remake to essentially make a more FFXII-ish approach to its design (although I'd like larger areas with more content), and have the world delivered in "pieces", which then get tied together into this large abstract "traditional" world-map that you only traverse when you're in the air-ship, or a boat/submarine etc.
I think that could work really well, and save up resources that really should be used for the stuff that really matter that I don't want them to skimp on, like enemy models, skills/magic, mini-games, story-content, etc.
I would prefer a huge open world though - but I'm not sure how realistic that is for the following reasons :
1. I don't know how well the Unreal 4 engine is equipped to make open world games. As far as I know, not a single one has been made yet, and I can't name a single one announced for it.
2. Nothing from the devs suggest they're thinking of making it an open world game.
3. The original game wasn't open world, and so on the face of it, should not require an open world structure to begin with
4. An open world structure requires a lot of time and resources SE might not be able to spare at the moment for FFVIIR, and it might also cause development problems due to the structure of the original that the devs don't want to get bogged down with.