
Such an impressive image, yet so empty.
Empty is good sometimes. Space without objects isn't always wasted space.
INSPIRED FUN
Of course, learning how to open one's self to inspiration is greatly beneficial to developers, but I think we should try to take it further. Developers can inspire the player, creating the gameplay experience indirectly by fashioning an environment in which players are likely to build their own experiences.
To do this, the developer must attend to encouragement of ability and peace, in addition to the source of inspiration. User interface, story pacing and combat pacing all play a role in the creation of peace. Gradual elevation in challenges and opportunities encourage the honing and development of ability. Too often, challenge is relativized (a conflict between a level 3 player and a level 3 opponent is equally difficult as between a level 10 player and level 10 opponent). Too often, the user interface is negotiable but not fluid and harmonizing (if the player has to try to remember which key or screen icon to press for a certain action, then movement toward "the zone" has been disrupted).
As for the actual sources of inspiration, they can be visual, audial, opportunities for action or many other things. As the real world proves, inspiration can come from just about anything, from a sunset to a machine to a paperclip. The trick is in asking of every object (visual or otherwise) in your game: What role does it play necessarily? What peripheral roles might it play?
For example, a tree might be one of many members creating the object of a forest, but it might also be a creature's home; a broken branch may tell the tale of a storm; a carved heart may tell the tale of lovers; dying leaves may speak of a dying land. A blacksmith might be just a blacksmith, but he might also have the look of one of those rebels you've been hearing about; a scar over his eye but a smile on his lips may send you searching for his history; the tune he often hums may be from a time when the culture was quite different, a time to which he is himself oblivious; his hammer may bare the trademark of a smithy of another town.
All of these are possibilities for little adventures which needn't be fleshed out fully by the developers...adventures which the players themselves have a hand in creating. There are countless opportunities for games to host far more fun than they directly provide.