You take it slightly too far, just as Ernest Adams did to make his point. Avoiding cliche''s does not mean avoiding the representation of reality at all. That is what you are suggesting, and that is your fundamental mistake. Putting a tree in your game is not a cliche. Rescuing the princess from the evil wizard is. Now if you were rescuing the tree from the evil princess, that could be interesting

( "King''s Botanics VII"? )
However, it is true that cliche''s are often used so that the developers can fall back on the knowledge that the audience already has, to avoid having to go through the entire history of the universe in the case of a complex game. Some may argue this is good, because it leaves a lot of time for the designer to concentrate on other aspects beside consistency.
However, I would argue it could also be very bad, if the designer''s view of those often-used ideas isn''t quite the same as the audience''s ideas. I can tell you, I find it really disturbing to see some of the images of Orcs in ADnD products, because I am used to seeing them portrayed the Games Workshop way. It may seem a small thing, but to me, anything called an Orc that doesn''t look like a Warhammer Orc just isn''t quite an Orc to me. Who was first here doesn''t matter, the use of cliches has made it hard for the designer to capture my imagination, because I already have a pattern of expectation for that particular element.
I believe a designer can avoid more hassles than she''s creating by avoiding over-used ideas, and relying on original thought instead.
People might not remember what you said, or what you did, but they will always remember how you made them feel.
Mad Keith the V.