When people argue about open-world cities they usually argue about size. The more useful argument is about density, and the current console generation has produced two almost perfectly opposed answers to it. Marvel's Spider-Man 2 built one of the most tightly packed cities ever shipped and let you enter almost none of it. GTA 6 has confirmed 700-plus enterable interiors across a map 2.4 to 2.7 times the size of GTA 5's.

Those are not two attempts at the same thing with different budgets. They are different theories of what a city is for.

The two design briefs

Spider-Man 2's Manhattan and Queens exist to be traversed. Every design decision serves motion: building heights tuned for swing arcs, street widths tuned for sightlines, rooftops populated so there is always something to aim at. The city is a surface. You are almost never inside it, and the handful of interiors that exist are story spaces rather than places you wander into.

GTA 6's confirmed brief is the opposite. You are a person on foot, in a car, in a boat, and the world has to absorb you at ground level. Rockstar has confirmed 700-plus enterable interiors: malls, shops, nightclubs and more. Interiors are not set dressing in that model, they are the thing density means.

Where each approach wins

DimensionSpider-Man 2 approachGTA 6 confirmed approach
Vertical traversalCore mechanic, fully solvedOn-foot climbing confirmed, no detail
InteriorsA handful, story-gated700-plus enterable
Streets as spaceMostly viewed from abovePrimary play space
World scaleOne dense citySix regions, 2.4-2.7x GTA 5
Terrain varietyUrban onlyUrban, swamp, farmland, coast, mountain
Crowd purposeAmbience below youConfirmed as a dense simulated layer

Spider-Man 2's win is immediacy. There is no loading, no gap between wanting to be somewhere and being there, and the city never once feels thin because you are always moving fast enough that detail resolves into texture.

GTA 6's claim is permanence. A shop you can walk into is a place, not a facade, and 700 of them across six regions is a different kind of achievement to a perfectly tuned swing arc. Our map density versus scale piece digs into why that trade is harder than it sounds.

The crowd question

This is where the comparison gets genuinely interesting, because Rockstar has said something specific about it.

Spider-Man 2's pedestrians are an ambient layer. They exist to make streets feel occupied when seen from fifty feet up. That is the right call for a game where you are rarely standing among them.

GTA 6 cannot do that, and Rockstar's writing team has described the alternative directly. James Horton, Rockstar's Writing Director of Open World, said of ambient density that there is "no background. There's foreground you're not paying attention to right now," describing hundreds of overlapping conversation snippets in dense areas, with individual events resolving when the player directs attention toward them.

That is an expensive design position, and worth qualifying carefully. Horton described density, not persistence. As our no background open world piece sets out, NPC memory has never been confirmed in any form, no ambient line count has been published, and Rockstar has confirmed it uses no generative AI, which means every one of those overlapping lines is human-written.

Where Spider-Man 2 still holds an advantage

Honesty matters here. Spider-Man 2 shipped with a 60 frames per second performance mode on PS5 and near-instant fast travel across its whole map.

GTA 6's confirmed position on both is weaker. Rockstar has stated 30 frames per second as the baseline, and no 60fps performance mode has been announced on any platform. Our performance modes and 30fps pieces cover the full detail.

There is a defensible reason for that gap. A city of surfaces viewed at speed is a fundamentally cheaper rendering problem than a city of interiors, crowds, traffic, wildlife, weather and 80 hours of simulated systems running at once. It is still a real trade, and one players will feel on day one.

What the comparison actually tells you

Density is not one number. Spider-Man 2 is dense in the dimension it plays in, which is vertical and fast. GTA 6's confirmed feature set is aiming at density in the dimension it plays in, which is horizontal, slow and interior.

The failure modes are different too. A traversal city fails when it feels repetitive at speed. A simulation city fails when you try a door and it does not open. Rockstar has set itself a 700-interior target, which is a public commitment to the harder failure mode.

Frequently Asked Questions

Is GTA 6's map bigger than Spider-Man 2's?

Considerably. Spider-Man 2 covers a stylised Manhattan plus Queens and Brooklyn. GTA 6 covers six regions across a fictional state, at 2.4 to 2.7 times GTA 5's total map size per Rockstar's own figures.

How many interiors does GTA 6 have?

Rockstar has confirmed 700-plus enterable interiors, including malls, shops and nightclubs. It has not published a full list or a breakdown by region.

Will GTA 6 run at 60fps like Spider-Man 2?

Not announced. Rockstar has stated 30fps as the baseline and has announced no performance mode on PS5, PS5 Pro or Xbox Series X. Anything you read about a 60fps mode is unconfirmed.

Which has better crowds?

Unanswerable until GTA 6 ships. Rockstar's writing team has described a very ambitious ambient dialogue layer with hundreds of overlapping conversations, but no technical figures have been published and nobody outside Rockstar has played the game.

The Bottom Line

Spider-Man 2 proved you can build a city so well tuned for movement that you never need to go inside it. GTA 6 is attempting the opposite: a world you are expected to stand in, enter, and live at street level across six regions.

Both are legitimate. Only one of them has shipped. GTA 6 arrives November 19, 2026 on PS5 and Xbox Series X and S at a 30fps baseline, and whether 700 interiors beats a perfect swing arc is a question nobody can answer yet.