Area making question.

I’m attempting a non-linear game, and want a large amount of roaming space available. However, I can’t see a good way of doing this using many different scenes, without having the player load a new one every few seconds. So, I wanted to try doing something similar to what Bethesda did with Fallout 3 and New Vegas, and load up “cells” of land. I was going to have them all in one scene, everything in them grouped together, and deactivate all the groups not currently needed.

My real question is, is this feasible in Unity? Or is there a much simpler way of making very large areas?

I was just reading (the other day) about How Bethesda used LOD when looking at the landscape in Oblivion. I have seen a few single scene terrains bigger than Oblivion in Unity. Also heard of whole planet landscapes (via post). Have you looked into FractScape and StitchScape
@ http://www.starscenesoftware.com/Utilities.html Thats what i use, and i can pretty much go as big as i want. lol

Does it get any bigger then WOW though?

Thanks, I’ll see if I can get it to load things, and then I’ll try StitchScape if it’s worthwhile.