Recently, Aaron Garbut, one of the heads of Rockstar North, introduced the scale and production approach of GTA 6's open world. The number of indoor scenes in this title is an order of magnitude higher than in Rockstar's previous works. The team relies on extensive manual work by a large staff to populate every corner of the map, avoiding the emptiness often found in overly large spaces.
The map area of GTA 6 is close to the combined size of the maps in GTA IV, GTA V, and Red Dead Redemption 2. However, the team emphasizes that their focus is not simply on expanding the area, nor do they rely primarily on procedural generation to fill the map.
These indoor environments are not just empty rooms. Photos appear on the walls of homes, and living items are scattered throughout living rooms and kitchens, giving players who enter the feeling of intruding into someone else's private space. Garbut stated that even after many years of development, he still discovers content in the game that he hadn't noticed before.
Garbut also gave an example: he first saw photos of family pets in one house, then discovered a Dog.exe left alone in an adjacent room, along with signs of the room being ransacked. These details reflect the team's direction of using environmental storytelling to support map exploration, but current statements do not imply that all buildings are accessible.

