By relying on such a narrow set of game mechanics, developers have limited the sort of experiences players can create for themselves.
Sounds like Chris Crawford!
I don't necessarily agree, though. I don't think increasing the number of verbs (as Mr. Crawford refers to them) is the only solution to this problem. I think increasing the amount of adjectives and subjects can go a long way too. It's not only about
what you do in a game, but also about
how you do it, and
who you are or
whom you are doing it to. In other words: context.
I don't necessarily need to
do a lot in a game. Not physically, not mechanically. But I want to experience emotions and be inspired to think -just like I enjoy in any other medium. And I believe the sort of active involvement we can design with interactive media can really push this sort of experience. But it's far more important to feel present in the virtual world, to become a part of it, be immersed in it, than it is to
do a wide variety of activities.
As is illustrated by the fact that, currently, game mechanics usually stand in the way of such experiences. I don't believe that simply increasing the variety of game mechanics will automatically fix the problem. Maybe it will even worsen it.