Ironically, these all converge most sharply in the most unlikely of candidates, the person who loves games more than anyone: the game designer.
Game designers spend less time playing individual games than the typical player does. Game designers finish games less often than typical players do. They have less time to play a given game because they typically sample so many of them. And perniciously, they are just as likely (if not more so because of business pressures) to turn to known solutions.
Basically, game designers suffer from what I call “designeritis.” They are hypersensitive to patterns in games. They grok them very readily and move on. They see past fiction very easily. They build up encyclopedic recollections of games past and present, and they then theoretically use these to make new games.
But they usually don’t make new games because their very experience, their very library of assumptions, holds them back. Remember what the brain is doing with these chunks it builds—it is trying to create a generically applicable library of solutions. The more solutions you have stored up, the less likely you are to go chasing after a new one.
The result has been, as you would expect, a lot of derivative work. Yes, you need to know the rules in order to break them, but given the lack of codification and critique of what games are, game designers have instead operated under the more guildlike model of apprenticeship. They do what they have seen work—and critically, so do the funders and publishers of games as product.