Ha ha ha, out of nowhere this reminded me of the WoD MMO. Early prototyping had the combat system in place (of course) and an source of endless disagreement was how the game would systemically model social conflict, which always just defaulted to combat but with reskinned actions (BOO TO THAT).
At one point we were having an off-site and each little teambuilding group had to do a skit in front of the other groups. The skit with the Programming Director was a mission with a quest-giver requesting the PC, "I need you to kill OR SEDUCE 20 victims."
That version of the game eventually gave way to better iterations, but the thing that got me was the fungible nature of the quest; hey, player, go inflict yourself on 20 different interactibles, and it's not really important how.
We had some UI problems during preproduction as well. Total Wild West situation, just stick whatever feedbacks or hotbars you needed wherever; it’s all good. One of the engineers doodled up this sticky by way of comment and I still have it, 15+ years later.
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