I mean they teach us in architecture school how modern cities are designed 
around the automobile...these take it to a new level...designed 
FOR the automobile! 
Can you imagine trying to walk in this city??
Joking aside, even in a video game something as impractical as that would come across as totally fantasy and I don't think it would work out very well.
Creating a realistic, fictional city from scratch is probably one of the harder things to do, period.  Cities are messy things and the main source of their form is the unpredictability of humans multiplied over many years.  I might try to hash something out.  [B]You absolutely need to create at least some basic narrative or timeline for the city to develop into something interesting.[/B][/QUOTE]
I totally agree with you, but given a certain set of rules and lots of tweaking, you can approximate that kind of "narrative" and produce very convincing results.
Imagine this in the next iteration of the course generator! :dopey:
[youtubehd]J30i0gABfS8[/youtubehd]
This is taken from a [URL="http://www.introversion.co.uk/subversion/"]now-postponed heist sim[/URL], so the focus on interiors is necessary, but the procedural cities can easily be highly varied.  It's important to note that there are many such procedural generators about.  That said, I think it's better PD make only one city; it can still be generated procedurally and fleshed out / given more character by hand, for instance.