Building on my last post about mental constraints - Specifically in regards to Video Games - One thing I thought about but didn't include because it didn't fit with any particular word:
A lot of RPGs, particularly post New Vegas, seem to be obsessed with this "Pick from one of multiple groups vying for power, and whichever one you pick determines the ending of the game" style of gameplay - And that worked for New Vegas, but if done poorly it often feels misplaced.
Sometimes having one antagonist, and having all players, no matter how divergent the paths they took to get there, face off against the same boss works. Hell sometimes having alternate reasons the player can be trying to achieve the same goal can be more interesting than having total choice to choose who you're fighting for (Do you want to overthrow the villain to save the land, or because you want their power for yourself).
Like in Fallout 2, your initial objective is the G.E.C.K, then your objective is to stop the Enclave - These are clear objectives that give you something to work towards, but in each case them being singular and definitive means that you can have a lot more player freedom around those objectives and where to go, then you would in a "Join one of 4 groups and help them control the world" scenario where content tends to be a lot more regimented around who you join.
A related thing - I'm not actually convinced Open World is the way to go for RPGs, and games that don't have much to show for their Open Worlds would be better off if they did something else. Plus like, when you're playing a Tabletop, typically you don't simulate every single section of a walk, typically it's a matter of - You take a job, you go to where the job is, the DM designs the maps specifically to be fun for what you're currently doing, and then you're done - This works for a reason - Having direct goals, and having areas be designed around what's fun for what you're specifically doing often works better than having an entire world that you wander around in and incidentally end up in areas.
Pillars of Eternity, KOTOR and Shadowrun Returns/Dragonfall/Hong Kong are all games that I think are stronger by having linear narratives, single antagonists and relatively closed worlds.
Here's one. People dressing like they have no fashion sense 200 years after a nuclear war is dumb. Like if industry has been reestablished in a lot of places. Make clothes that scream 2280's and not 2070's
I'll do you one better: How about people start dressing like they're in the 2070s and not the 1950s. The 3D games having everyone wear old timey suits is stupid. I've seen a few people saying "I think New Vegas goes too hard on the Western Theme" but y'know what, having everyone be cowboys honestly feels like a better take on the setting than having everyone dress like they never left the 50s.
Retrofuturism shouldn't mean the culture is the same. Hell, Sci Fi from that era typically shows people in identical jumpsuits rather than anything resembling the clothes of the era (Which I guess the Vaults do)
I kinda like the fashion of the sprites of the first 2 Fallout Games for ordinary people - Poorer people wear rags, more well-off people wear suits or shirts or sometimes dresses - It doesn't feel tied to any particular era, it feels like they're wearing very practical clothes if anything (Big exception is the New Reno families who do not fit this theme) - Plus the spiked metal armour, people decked out in leather, has a Mad Max feel.
I think that's really what the Fallout aesthetic should be for the post-war era - Partially Mad Max, partially practical clothing - With a few more ironed out clothes not tied to any particular era for more well-off people.