Just to be a pain...
Ive found a few interfaces I really like, and hope gives you a bit of inspiration on your interface...
These games, some of which aren't even for PC or ones I've played, still have qualities I feel are worth pursuing.
THE GOOD
And some I don't like, reasons include, its hard to find the information quickly, because all of it is the same colour, or there has been no thoughts into emphasizing graphically, the more important information over less important information. The interface simply displays everything on the flat, at the same time and it is like two people on the telephone talking at the same time, but visually.
Just as bad is when there is some kind of hierarchical structure to information but it is disproportionate or has the wrong types of information grouped together in the wrong sequence.
Even worse is when player interactions like buttons are given less priority in size, shape, colour than frivolous art style, or when higher resolutions destroy the instructional and interaction logic and value of an interface, making structure hard to decipher resulting in stress to the player.
The next bad thing is using icons that look the same, or scan badly, that is if you glanced at the interface and you can't immediately remember or recognize what does what within the first 1-2 seconds then there's something wrong.
Also unnecessarily increasing the number of clicks on the mouse to do one action, instead of providing contextual interface elements. An example is in R.T.S games, Right click on a building it does one action, Right click on an enemy it does another, Right click on a resource, and it automatically builds an extractor. These things should not be viewed as 'holding the players hand'. What it does is allow the player to do more with less interaction, and in less time, so less frustration and more satisfaction.
THE BAD
From my experience the best interface's take everything into account. They balance interaction, readability, flexibility, contextualization, metaphor and cultural traits. They maximize usability while reducing the amount of interaction required by the player. They emphasize the most important information while providing other information as needed. They are invisible and they are the backbone of games.