The problem with using the word "cliche" in this conversation is that normally (if not always) it comes with a negative connotation. Taking it by its dictionary definition, I think cliches are bad and should be avoided (as I voiced in my article, "Better Plots" here at GameDev).
Since the word "cliche" itself has recently become a game design buzz-word, the line between that and simply "tried-and-true" has been smudged beyond recognition. An element of gameplay can be done numerous times and still be good--this is tried-and-true. However, if used to much (or if it was weak to begin with, IMO) it is cliche.
For instance: Galant prince out to save beautiful princess from evil dragon. This is cliche. We''ve seen it a thousand times, and it no longer evokes any sort of excitement or intrigue. It is cliche.
However, stats, experience levels, turn-based combat, etc are NOT cliche (always). Sure, they''ve been done a lot, but that doesn''t mean they are no longer FUN. The use of experience levels, for instance, can still be a very powerful driving force in a game nowadays, even though it''s been around for so long. It is a tried-and-true element, but is not cliche (yet).
Though generally I, as a game designer, try to stray from ANYTHING that is either tried-and-true OR cliche, I feel that there is nothing wrong with using the former--in fact sometimes it''s for the best. Why come up with a whole new system when you''re trying to market your game to people who love the old system?
My $.02
I''m looking forward to some opposition (Landfish, maybe?
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