Character levels are a thing, and these days just about every video game has them. Elements of the RPG genre permeate most every title, one way or another, with a damn too common representation being the good old level wall.
I'm level 10, but that sweet sword I want to use requires I reach level 12. Fine. I get it. I also hate it, especially when set on modern weapons/items.
Let me back up...
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Here's how I figure: In a traditional, fantasy RPG (Skyrim, for a brand loyalty example), you can make the argument that your character level is directly related to your overall power - because it is...sort of. You could say that you can't use that higher leveled sword or robe or whatever because you lack the strength of self or arcane hoosafudge to wield it. I don't like that, but I get it cause magic. Magic tends to bend the rules. A modern, not fantasy RPG like Fallout 76 doesn't have this luxury. Why can't I wield that gun because of my level? It's sure as shootin' not because of my stats.
Fallout makes a huge to-do about your stats, even so much as spelling it out and calling them SPECIAL. Strength, Perception, Endurance, Charisma, Intelligence, Agility and Luck. You could easily place restrictions on weapons based on any one of those stats...I'd actually love to see a weapon or armor based on your charisma! I imaging some sweet shades or a...I dunno...gold chain? Not enough strength to swing a sledge hammer? Cool. Can't use it or maybe you swing extra slow. Not enough perception to effectively use a hunting rifle? You get where I'm going with this. But no. It's just levels saying yes and no.
I sometimes equate levels to age. I know it's not a complete analogy, but hear me out. And this might be a tad dark...or very, but a five year old can pick up a gun. They might not have the stats to use it properly, but they can wield it. And so we finally come to my point: consequences over limitations.
I mentioned the sledgehammer. Well that can carry on to most every item you come across, at least the ones you wield or wear. And it is very much the case with several fantastic games, I'm not saying anything new. I'd just like the concept to be explored a bit more. Fable did it pretty well as a start. And it can be applied to environmental interactions as well as enemies. Fewer levels. Fewer hard limitations. More consequences.
I had this idea a while back for a post-apocalyptic-steam punk-fantasy-action-rpg...Yup. The idea I kicked around was the ability to use magic/items at any level. But let's say you're not the appropriate level/you don't have the right stats. Maybe that fireball explodes not only your enemy, but blows your arm off as well? I tend to run my DND campaigns like this. Enemies who get desperate/fearful etc would experience similar. And it went the other way. Your abilities, your items etc could grow with you. Maybe that pistol wouldn't be as powerful as a legendary sword, but over time and use and becoming familiar, your character could wield it with terribly deadly skill. That level 1 sword slayed enough goblins to become Goblin Bane, giving it an inherent higher damage against that monster type and gaining a title greater than simply iron sword. Or maybe your spells improve as you use them or maybe it costs less stamina to swing your sword and so on and so forth. A game that did this rather well on a basic level was Advent Rising. Use that shield power more and more and eventually you could cover yourself in a hamster ball of protection. Extra Credits has a great episode on the subject.

Fallout 76 is a step back in mechanics. It's actually a step forward story wise in a few ways, but that's for later. And to be clear: I'm not mad about 76 and it's barriers, just bored. I'm so bored of the same old thing. No you can't use that armor. Why? Cause...cause you're 10, not 12. O...k... Fundamentally it comes down to what you want your game to be, what message you want it to send via your gameplay, your systems. Fallout 76 fails in this in my opinion because I'm honestly not sure what the central focus of the mechanics are, and really the game overall. I get the story! Again, Bethesda did a wonderful job with the story. But there are so many systems, so many options, most of which don't feel connected. It feels unfinished. Or that the team couldn't satisfy a single vision due to the constraints they undertook in a new genre. I don't know. Fallout 4 wasn't online. 76 is. And that complicates things. But what I know is that we're better than this. And I'm hopeful for the future!
Plenty of potentially incredible games are coming over the next year. Maybe Breath of the Wild 2 will be the one? My money is on CD Project Red and Cyberpunk 2077. But who knows? It's going to be an interesting year, and I truly think that 2020 will surprise everyone.
And if you like Fallout 76, I'm absolutely going to write a quick thing about what works soon.
Have the best day you've ever had.