Reuse of Objects :
Props from Existing Games
Problem -- should use final/finished pre-existing BS1/BS2/MP/DLC assets which likely would be seed data for the MMORPG instead of re-creating everything from scratch (creating cost lots of $$$$). The Data needs conversion to be used in the MMORPG.
Example- the heavily encrusted Dionysus Park, in a 'dirty' state that needs to be converted -- genericized into a 'Player fixable' format (changed to modular/Player cleanable/repairable - broken up into unit sub-objects, to fit into removable/interchangeable slots for all Wall/Ceiling/Floor panels, Pipes in sections, removable art, Machines/Utilities, Furniture, etc..). Players in-game thus could eventually repair and rebuild that initial 'ruined' (dirty) state into a repaired/improved/clean state, bit by bit. Effectively, most of the 'terrain' is Player changeable.
Dionysus Park is a good example of a unique preexisting (BS2) location that should not be part of the 'auto-generated' system. It would be included as part of the starting Game World, so the work to generate it has to be completely pre-done by the Developers. It is a good candidate in-game for a Civic Improvement project (a sink for 'make work' jobs for Players in the game) that would be visibly changed/evolved over time to show the 'Rebuilding Rapture' game goal's progress. (And theres plenty to cleanup, so it does not all get finished in the first month of the Game running)
Extraction of individual terrain detail Objects (lights, machines, etc..) from the building structure would have to be done. BS2 developer working data may still exist (the base architectural mesh shapes, without the extra detail of ruin/damage/sealife-accretion/details. That would simplify the work required. The data would need to be genericized to match the Modular System the rest of the game uses, which allows Player done repairs all the way back to a new-like state. The resulting 'instance' details/objects would then be reassembled (and dirtied up) back to represent that ruined/corroded 'state' we see in BS2.
Most of the unique old/original places/locations would not be replicated more than once in the Game World, so it would not require them (their unique building shape) being fully reduced to [auto-generator] Templates , just into large chunks that wont be reused. That would save alot of work. The interiors are still made up of lots of panel sized objects (needed for the game mechanics) like stonework walls/floors or building columns, bannisters, various decorations, etc...
Dividing the data into cohesive 'room' chunks might still be done selectively, so that some of the basic 'rooms' could be utilized for OTHER new locations (the genericized data system allows many mutations of theme details to change their appearances) The Train Station architecture is a fairly standard arangement that could be re-used several other places in the city. Some rooms/galleries could likewise be re-used to make new buildings. The Triton Theater section is too unique to ever be cloned.
Useful small details will be extracted from all the old BS1/BS2/MP/DLC data. So the Triton Theater's rows of chairs would be a candidate to be turned into 'props' (objects) for general use anywhere else appropriate (auto-generation system use). The red carpeting and wooden floors would have many possibilities for reuse. These objects were mostly static and inert (except for various holes and burn marks than might be applied in-game), but in the MMORPG they become fully fledged object that operate/interact (example you can sit down in the theater chairs).
All The 'doors to nowhere' in those original BS1/BS2 game locations will need to be expanded so that there is something real behind them (like new generic room spaces with similar construction style and themes, and would be populated with similar prop items matching the rest of the building). Those doors can still be initially stuck/locked/blocked, but in THIS game Players can eventually open them. Many of the BS1/BS2 buildings we've seen had additional floors you could not get to. They would likewise have to be created - same with those air ducts that the Spider Splicers move thru - they would need to actually go somewhere. All theUtilities Systems and passages would have to be made compatible with the rest of the detailed City design (things are supposed to look like they actually work and in many cases would interact in the expected ways).
A possible initial cost saving alternative is to present some of these 'unique' known locations as off-limits ( 'unfixable', with too much structural damage, flooded, hazardous), with intent to farm the BS1/BS2 data out to Players, to eventually be processed/implemented with the 'Player Created Asset' tools. As that gets done, they could be inserted into the game as Player accessible. (interim their exteriors would be there).
WITH a 'Player Created Assets' system, you could farm alot of old game Assets to Players to do the 'slice and dice' -- first to make 'building blocks' and 'room' chunks, and then to extract LOTS of additional objects to use in the game without having to make them from scratch. The Company would not have to do all of it - saving lots of $$$$.
Alot of the BS1/BS2 static levels have Objects imbedded in the terrain mesh that would make good stand-alone Objects. (Example - all the machinery/mechanisms you see mounted on walls). Chopping these Objects out of the mesh data isnt that hard with the right tools (patching the blank/chopped sides). Alternate clean/dirty/damaged state versions would be made (its often just texture changes). A blown apart state might require shape (mesh) adjustments and or 'pieces'. The objects which function/interact would have scripting and attribute data added. Many already have animations and sound effects.