This is something of a pet hate, so please forgive the overly long post on this subject alone! Humour me please
Something I am always suprised by, is the lack of fresh, new creativity in games.
I am not talking about a unique and awesome concept for a game, nor any core mechanic; where the mechanic IS the game( just look at LBP for PS3 due out very soon). These levels of creativity are generally good and occasionally spectacular, no, what I mean is basic, core level creativity.
Sometimes the problem is all to easy to solve, and while the obvious solution is sound enough, it often means the more interesting, and potentially, ground breaking options are overlooked.
An example:
Problem: -
During the game the player is asked to decide something, follow Bob or stay with Sue and protect her. How do we know what choice the player wishes to make?
Solution: -
Simple, give them a pop up box with the choice: Bob or Sue?
This is a relativly sound solution to this simple problem and in some cases, possibly the only option, granted. However I doubt this is as true as it seems based on games I have purchased. Just look at Mass-Effect, they really ran with this solution despite its core USP being an almost realistic level of dialogue and plot.
Many 3D FPS style games, seem to insist on this mechanic solution, despite it's break from the immersiveness of the game, often without even any attempt to give the popup some kind of real world context.
As a result, games companies spend masses of time and money, working on making their User Interface the most intuitive, the most accessible, the most pretty?... and yet they all kind of look and feel the same...essentially thats because they are!
Yet the simple, physical movements of the player can make this decision very clear, and frankly requires very little hand-holding from the game to the player. In those games that do handle 'choice' in this way, they often bloat the game with unrealistic dialogue / text. Are you sure you want to stay with Sue? Really? Really Really?....etc
This doesn't happen in real life, so why so much in computer games?
A good designer, doesn't just copy and paste. A good designer takes the base line and pushes it. Finding new ways to challenge the players expectations. To suprise and entertain them, to challenge the generally accepted norm to get its lazy ass up and out of bed, draggin it back into the cold harsh light of day screaming and kicking...
We are trying to immerse the player in a world, a world most often, we ourselves whish to be immersed in. Suspension of Belief is what its all about.
Some other problems that have all to familiar solutions are, health and armour, fatigue and stamina, [insert other bar based feedback UI here].
Come on, we can do better. Can't we?
Thanks for giving me the op to share one of my design no-no's
Great Post BTW