Quote: Captain Griffen - Sorry but you really missed my point. What I am trying to say is: Cliches are both those things which are included in lots of games, as well as those things which are excluded from lots of games. When we brainstorm ideas for a game we should remember that we have these unconscious assumptions, and challenge them in brainstorming. In other words, cliches are the box we should strive to think outside of. Yes it may turn out that the cliche way to do it is the best way, the most fun way. Yes sometimes you can tap into your audience's sense of humor or nostalgia by deliberately using a cliche, maybe with a twist. But identifying and challenging one's unconscious assumptions is a fundamental key to originality.
You seem to be confusing avoiding clichés with avoiding developers' presumptions; often they go together, but they aren't the same thing. Mixing concepts like that is very bad as it just confuses people. If you feel the need to change the subject to 'getting around developer's assumptions' (which is a closely related subject), please be explicit when doing it.