My own goal is that the game controls should be told and learned with in the first 10 minutes of the game.
My ideal is zero learning.
Probably because I was trained a designer.
One of the purposes of design is to make things easier to use, more intuitive, pleasant. I've always been confused by how this is at odds with the purpose of
game design. Which seems to be to make things
harder to do, in order to create challenges that need to be overcome.
Luckily, I don't need to make games.
My ideal is to figure out interfaces that people can already use before they even start the game. I haven't reached this ideal yet, obviously. I may never. But somehow I want to translate what people already know into the game so that they instantly know how to interact with it. One of the problems is that "what people already know" tends to be subjective. So you need to find things that are shared. And those things tend to come from outside of the sphere of computer use. And are thus hard to translate. Time is on my side, though, as more and more people become accustomed to computer interfaces.
As a transition, I hope to design interfaces that you simple discover by using your input media almost randomly. That way figuring out how to use the interface becomes part of the experience.
But I know some people dislike experimenting. There seems to be a gender-bias here. And I tend to like making games for the gender that prefers to be informed first. Dilemma!
The basic interface should be ultra-simple and should allow you to play the entire game. Additional interfaces can be added for more demanding/adventurous players but should not be required.
Applied to Bioshock, this would mean that it should be possible to blast your way through the game with whatever weapon you choose.