Thanks everyone for the great posts in the first Game Design Crisis thread http://www.bgdf.com/modules.php?name=Forums&file=viewtopic&p=23902#23902.
To recap: when asked "Is board game design becoming boxed in by a few top selling themes and mechanics," most of you agreed that, while many of the themes and mechanics are "standard", clever combinations still produce games that feel fresh.
Time for my next question. I believe that most video games suffer because they attempt to simulate real worlds and events. This takes huge engineering and artistic effort, and leaves much less time for actual game design. Board games are necessarily more abstract, which allows designers to focus on interesting mechanics.
So, my next question for you all is this: is there any real reason that computers cannot succeed with more table-top style content (ie, be more abstract), and if so, what creates these limits and how can we design around them?
I think the main problem is that computer games are mostly forms of solitaire, and solitaire games are quite different from multiplayer games.
Multiplayer computer games tend to be designed around the problems of network failures and ad-hoc association. There aren't many board games where players can join or leave at any point. LAN parties are kind of an aberration. Most playing is done by casual players who would otherwise be playing something like solitaire. This may change a little now that broadband is common, but the arbitrary start/stop problem is not going to go away. How do you design a board game like that?
The traditional multiplayer games that are successful online are things like Poker, where the game is a continuing series of short rounds.