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Mechanics at a glance

A short definition and an annotated game screenshot. Broadly useful techniques come first.

Illustrated: 1268 of 1268. All entries by direction →

Precision jumping

The player times takeoff and adjusts movement in the air to reach a safe surface and avoid hazards.

Celeste ↗

Health display

A health display shows how much damage a character can still take. Current and maximum values help the player judge the next risk.

Slay the Spire ↗

Opening doors

Acting at a door changes access to a passage. A recognizable world object becomes the transition into another area.

Hades ↗

Grid inventory

Items occupy slots. The player chooses what to store, equip or use, while empty slots show available space.

Disco Elysium ↗

Dialogue choices

The player chooses an available reply. Their answer changes the conversation, reveals information or affects a relationship.

Disco Elysium ↗

Experience and levels

Actions award experience. Reaching a threshold grants an upgrade point or level, turning repeated activity into lasting progress.

Disco Elysium ↗

Skill trees

Progression points unlock linked nodes. A chosen path defines a specialization: some upgrades are immediate, while others require earlier investments.

Last Epoch ↗

Healing and recovery

Recovery restores a depleted resource at a cost in time, items or another opportunity. The player chooses when to heal.

Slay the Spire ↗

Reloading

The player moves ammunition from reserve into the magazine, trading a short pause in firing for another burst.

Deep Rock Galactic ↗

Save points

The player saves progress at a recognizable world location. The next save point determines how much progress a failure puts at risk.

Hollow Knight ↗

Card costs and energy

Playing a card spends a limited turn resource. The player weighs cost against effect and chooses actions that fit the budget.

Slay the Spire ↗

Drawing cards

Drawing moves cards from the deck to the hand. More options matter only if they fit the remaining resources and turn plan.

Slay the Spire ↗

Acquiring cards

New cards change future turns. The player considers both a purchase’s strength and its place in the existing deck.

Slay the Spire ↗

Shops and purchases

The player trades currency for items or services. Limited funds create a choice between immediate power and later spending.

Slay the Spire ↗

Choosing a reward

The player selects one reward from a small offer. This limited choice lets them guide progression while keeping discoveries uncertain.

Monster Train ↗

Resources and conversion

Resources pass through extraction, conversion and consumption. The player balances each stage so inputs reach consumers without wasteful buildup.

Factorio ↗

Production chains

One recipe’s output becomes the next recipe’s input. The player supplies raw materials, intermediate components and enough capacity at every stage.

Factorio ↗

Growing crops

Seeds, care and time become a harvest. The player plans plantings, tends the plots and chooses when to harvest within seasonal limits.

Stardew Valley ↗

Fishing

The player chooses a spot, casts a line and responds to a bite. The location and the retrieval challenge determine the catch.

Spiritfarer ↗

Climbing ladders

A ladder connects different heights along a clear route. Players should recognize its entry, exit and fall risk in advance.

Spelunky ↗

Enemy health bars

An enemy’s bar shows remaining health. The player compares targets and estimates whether the next attack can defeat one.

Slay the Spire ↗

Managing a card hand

The cards in hand define available actions. The player sequences plays, keeps useful options or discards unwanted ones.

Slay the Spire ↗

Card effects

A played card changes combat through damage, defense or status effects. Combining consequences creates tactical choices.

Slay the Spire ↗

Melee combat

An attack reaches its target only at close range. The player chooses position and timing while preserving a response to the next threat.

Hades ↗

Block and defense

Defense reduces or prevents incoming damage. The player weighs the expected threat against its cost and other available actions.

Slay the Spire ↗

Search and discovery

The player finds a target among the details of a scene. A clue guides their attention; finding the target gives clear confirmation.

Hidden Folks ↗

Card offers

A market determines which cards are available now. Offer size and refresh rules affect planning and the value of passing.

Slay the Spire ↗

Deck cycling

Played cards enter the discard pile. When the draw pile runs out, a new cycle brings familiar actions back in another order.

Slay the Spire ↗

Upgrades within a run

The player grows stronger during an attempt. Each upgrade changes immediate decisions but may be lost when the run ends.

Slay the Spire ↗

Risk and reward

A more rewarding action adds danger or gives up a safety net. The player weighs the potential benefit against the cost of failure.

Slay the Spire ↗

Progress between runs

Some progress survives the end of a run. New options change future attempts, even when the current one ends in defeat.

Slay the Spire ↗

Dialogue checks

A reply’s outcome depends on abilities, conditions or a random roll. A check turns the player’s intention into success, failure and the next conversation state.

Disco Elysium ↗

Dialogue reply requirements

The character’s state, knowledge, items and past actions unlock or block replies. The player sees requirements and chooses among available lines.

Pillars of Eternity ↗

Low health feedback

At dangerously low health the game intensifies its warning. The player notices the risk without constantly reading a small health bar and can react.

Hades ↗

Walking on stairs

Stairs connect different heights along an ordinary movement route. Characters traverse them without extra commands or snagging.

Spiritfarer ↗

Jumping to a ledge

The player jumps across a gap toward a grabbable ledge. A readable target helps them judge the trajectory before committing.

Rise of the Tomb Raider ↗

Climbing onto a ledge

From a hanging position, the character pulls onto the upper surface. The transition connects edge grabbing with ordinary movement.

Tomb Raider (1996) ↗

Swimming

In water, the player controls movement direction and depth. Vertical landmarks and readable speed help navigation through three-dimensional space.

Subnautica ↗

Diving underwater

Descending beneath the surface opens a vertical space to explore. The player plans depth, air supply and a safe return route.

Subnautica ↗

Climbing over a fence

The character climbs a barrier, shifts their weight over its top and descends on the far side. The player judges height and landing space.

Tom Clancy's Splinter Cell (2002) ↗

Crawling through vents

A low service passage provides an alternative route. Its restricted size changes the character’s posture, view and available actions.

Splinter Cell: Chaos Theory (2005) ↗

Squeezing through a gap

A narrow passage changes the character’s posture and restricts movement. The player moves sideways between obstacles while controlling direction.

Tom Clancy's Splinter Cell (2002) ↗

Crawling under a floor

Space beneath the main floor becomes a concealed route. Its low ceiling restricts posture, visibility and equipment use.

Doom 3 (2004) ↗

Jumping between ledges

A sequence of footholds creates a route across gaps. The player chooses jump direction and timing while judging the next landing.

Rise of the Tomb Raider ↗

Shimmying along a ledge

The character moves sideways while hanging from an edge. A narrow support creates a route where ordinary walking is impossible.

Tom Clancy's Splinter Cell (2002) ↗

Fast travel

The player selects an available destination and skips ordinary travel. Access rules and travel costs determine when the shortcut is useful.

Far Cry 2 (2008) ↗

Climbing ropes

A rope creates a vertical route through open space. The player grabs it, changes height and chooses when to let go.

Spelunky ↗

Rappelling

A rope supports the character beside a vertical surface and controls descent. The player chooses a stopping height and an exit point.

Tom Clancy's Splinter Cell (2002) ↗

Zipline traversal

A suspended cable carries the player across a gap. Its route is visible before boarding, and the player chooses when to get off.

Deep Rock Galactic ↗

Sliding down a ladder

The player descends faster while maintaining a ladder grip. The quicker move saves time but needs predictable braking and a safe exit.

Tom Clancy's Splinter Cell (2002) ↗

Overhead traversal

The character hangs by their hands and moves beneath a horizontal support. The route depends on usable overhead grips.

Tomb Raider III (1998) ↗

Tyrolean traverse

The character grips a taut rope with hands and legs and advances above a drop, connecting two distant supports.

Shadow of the Tomb Raider (2018) ↗

Moving on ice

A slippery surface changes grip and braking. The player must stop earlier and account for momentum near platform edges.

Spelunky ↗

Parachuting

An open canopy slows the fall and allows control over the landing point. The player considers altitude, descent speed and obstacles.

Just Cause 3 ↗

Rope-assisted wall running

A rope keeps the character near a wall while they move along it and build momentum. Release timing determines the next jump.

Uncharted: The Lost Legacy (2017) ↗

Jetpack

A jetpack supplies thrust for ascent and midair correction. Limited operating time shapes its range and when to activate it.

Mass Effect: Andromeda (2017) ↗

Jump boost pack

A short impulse extends a jump or lifts the character higher. The player combines boosts with momentum and available thrust.

Starfield (2023) ↗

Wingsuit flight

The suit turns falling into gliding. The player changes body position, trading altitude for speed and distance to the next landmark.

Just Cause 3 ↗

Elevators

A moving platform connects levels and carries the character between them. Calling, waiting for and leaving it should be understandable.

Hitman: Codename 47 (2000) ↗

Terrain deformation

Actions reshape the terrain, creating pits, passages and footholds. The altered surface affects what the player can do next.

Deep Rock Galactic ↗

Damage feedback

A hit changes the image, sound or interface. The player immediately recognizes damage and can seek cover.

Return to Castle Wolfenstein (2001) ↗

Enemy hit reaction

An enemy flinches, changes pose or interrupts an action when hit. The visible reaction confirms the attack connected.

Wolfenstein 3D (1992) ↗

Enemy reload

After emptying a magazine, an enemy stops firing to reload. This pause creates an opening to move or attack.

Return to Castle Wolfenstein (2001) ↗

Escape a grapple

When an enemy grabs the hero, a special action breaks the hold. The prompt should clearly show the required input and the escape moment.

F.E.A.R. 2: Project Origin (2009) ↗

Stab

A thrust with a weapon’s point strikes at close range. Distance and contact timing determine whether the attack reaches its target.

Return to Castle Wolfenstein (2001) ↗

Environmental takedown

The hero uses a nearby object against a grabbed enemy. The environment becomes part of the combat move.

Sleeping Dogs (2012) ↗

Sniping

Magnification and a precise sight help hit a distant target. The narrow view makes positioning and shot timing important.

Hitman 2: Silent Assassin (2002) ↗

Clear an outpost

The player defeats an enemy location’s defenders. Completing the encounter changes its state and may open safe access to the area.

Far Cry 4 (2014) ↗

Electrocuting enemies

An electrical effect deals damage or briefly disrupts an enemy’s actions. Visible arcs help identify affected targets.

BioShock (2007) ↗

Freezing enemies

Cold temporarily immobilizes an enemy or restricts its actions, creating an opening to attack, retreat or help a teammate.

Deep Rock Galactic ↗

Throw an enemy

After a grab, the player throws an enemy in a chosen direction. Target position, obstacles and landing space become part of the attack.

RoboCop: Rogue City (2023) ↗

Homing projectiles

A missile or other projectile adjusts its path toward a selected target after launch. The player selects the target and the system guides the projectile.

Resistance 3 (2011) ↗

Shoot down a helicopter

The player damages an aerial target until it is destroyed. Helicopter movement requires watching the sky and choosing attack timing.

Just Cause (2006) ↗

Health pickup

A medkit in the world restores health when collected or used. Its placement connects route risk with an opportunity to recover.

Condemned: Criminal Origins (2006) ↗

Health station

A fixed location restores health through interaction. The player must reach it and stop to recover.

Condemned: Criminal Origins (2006) ↗

Eat to heal

Eating restores some health. Food in the environment becomes a useful resource as well as part of the scene.

Return to Castle Wolfenstein (2001) ↗

Drink to heal

Drinking restores the character’s health. A water source or drink supply determines where and for how long recovery is possible.

Duke Nukem 3D (1996) ↗

Healing by resting

A safe resting place restores health before the journey continues. Rest can compete with upgrading or another useful action.

Slay the Spire ↗

Floating health bars

A health bar follows a character on screen. The player can associate remaining health with a specific target within the combat scene.

Far Cry 6 ↗

Health-based portrait

The hero’s face changes as health is lost. Increasing injury turns the portrait into an expressive status indicator.

Doom (1993) ↗

Visible door lock state

A light, label or icon on a door shows whether passage is available. The player learns its lock state before trying to open it.

Dead Space (2023) ↗

Diegetic interface

Information appears on objects within the game world, such as screens, instruments and tools, so players read it in context.

Deep Rock Galactic ↗

Fixed camera angles

The camera uses preselected positions and switches as the hero moves. Each angle controls composition and the amount of visible information.

Resident Evil (1996) ↗

Night vision

A special viewing mode helps navigation in darkness. Switching it on changes scene readability and which details stand out.

Splinter Cell: Chaos Theory (2005) ↗

See-through vision

A special mode reveals targets behind opaque surfaces. The player gains planning information before making direct contact.

Deus Ex: Mankind Divided (2016) ↗

Special vision

A special perception mode highlights important targets and world features. It helps reveal information that is hard to read in the normal view.

Assassin's Creed Unity (2014) ↗

Thermal vision

The mode turns temperature differences into contrasting shapes. Warm targets become easier to distinguish from their surroundings.

Metal Gear Solid Delta: Snake Eater (2025) ↗

Recon drone

The player controls a drone’s remote camera to scout terrain and mark threats. The hero remains elsewhere during reconnaissance.

Call of Duty: Warzone (2022) ↗

CCTV access

The player views a remote area through a fixed camera. This helps plan a route without entering the space.

Duke Nukem 3D (1996) ↗

Bullet time

The world temporarily moves more slowly, giving the player more time to aim and react. A limited resource makes activation timing a choice.

F.E.A.R. (2005) ↗

Bullet camera

After a shot, the camera follows the projectile toward its target. The brief change of view emphasizes distance and impact.

Sniper Ghost Warrior Contracts (2019) ↗

Raindrops on screen

Droplets on the implied lens bring rain into the image itself. The effect strengthens presence while preserving readable gameplay.

Driveclub (2014) ↗

In-world hints

A message, sign or line of dialogue within the world explains an action. The player learns a rule while continuing to explore the scene.

Dead Space (2023) ↗

Inventory packing

Items occupy different amounts of space in a limited grid. The player moves and rotates them to make room for what matters.

Resident Evil 4 (2023) ↗

In-world inventory

The hero lays items out in a physical container or on a surface. Choosing an item remains part of the scene and the character’s actions.

Sons of the Forest ↗

Lockpicking

The player finds a tool position or spends a resource to open a lock. Success connects precise action with access to a passage or loot.

The Elder Scrolls V: Skyrim ↗

Perk system

The player chooses upgrades that change the hero’s properties or action rules. Costs and selection limits shape a character build.

Far Cry 5 ↗

Destructible barriers

Destroying a barrier opens a route or access to its contents. Material and damage cues show where force can be applied.

Return to Castle Wolfenstein ↗

Clearing a path with explosives

An explosion removes a barrier and opens a route. The player weighs the new passage against explosive cost and nearby danger.

Spelunky ↗

Clear obstacles with fire

Fire destroys a flammable barrier and opens a passage. The player connects a fire source to a suitable environmental material.

Uncharted: Drake’s Fortune ↗

Boss hierarchy

Bosses are connected by hierarchy or access requirements. Defeating lower tiers brings the player closer to the main target.

Tom Clancy’s Ghost Recon: Wildlands ↗

Territory liberation

Local victories change control over map regions. The map and world behavior show where enemy influence has weakened.

Far Cry 3 ↗

Cheat codes and commands

A special command changes normal rules: it grants items, switches modes or alters the world. The game determines access to these commands.

Minecraft ↗

Difficulty selection

The selected mode changes challenge parameters or available assistance. The player chooses a suitable challenge for their experience and goals.

Doom ↗

Vending-machine shop

The player buys goods through a device in the world. The machine’s location connects resupply to routes and current threats.

BioShock ↗

Wall-penetrating weapons

A shot passes through a penetrable barrier. The player can attack a target behind cover while considering material and enemy position.

Red Faction ↗

Mounted machine gun

The hero takes control of a fixed weapon emplacement. Its firepower is limited by position and the available firing arc.

Return to Castle Wolfenstein ↗

Ammo displayed on the weapon

A display built into the weapon shows remaining ammunition, keeping resource information within the scene of the action.

Deep Rock Galactic ↗

Blood decals

A hit leaves a blood mark on a wall or floor. The mark preserves evidence of the event after immediate effects disappear.

Far Cry 5 ↗

Blood splatters

A short burst of particles shows the location and timing of a hit. It fades quickly so the rest of the fight remains readable.

Max Payne 3 ↗

Device puzzle

The player changes a device’s connections, positions or settings. The puzzle is solved when the system reaches the required state.

Dead Space ↗

Keycard

A card with the required access opens a matching passage. Finding it and returning to the lock connects parts of the level.

Duke Nukem 3D ↗

Keypad code

The player enters a discovered or known number sequence. Code verification turns knowledge into access to a door, safe or device.

Tom Clancy’s Splinter Cell ↗

Combination lock

The correct sequence of positions or symbols releases the lock. Turning a dial connects a discovered combination to player actions.

Resident Evil Requiem ↗

Try a locked door

Turning a handle or pushing a door confirms that it is locked. The hero’s reaction makes the blocked passage understandable.

Outlast ↗

Automatic door

A door opens on approach or another defined condition. The player passes through without a separate handle interaction.

Doom 3 ↗

Character classes

A class defines a character’s tools, strengths and role, changing how they solve problems and contribute to a team.

Deep Rock Galactic ↗

Character customization

The player changes a character’s appearance with a clear preview. The chosen look expresses preferences and makes the character recognizable.

Deep Rock Galactic ↗

Traveling merchant

A merchant moves through the world, making trade depend on an encounter. The player decides whether to resupply now.

Far Cry 4 ↗

Security camera

A camera watches an area and helps detect the player. Its direction, state and response shape the conditions for sneaking past.

Deus Ex ↗

Searchlight

A moving beam scans the area and may reveal the hero. The player chooses a route and movement timing around illuminated zones.

The Last of Us ↗

Hide bodies

The hero moves a body out of sight or hides it in a container. This reduces the chance of enemies discovering evidence.

Hitman: Absolution ↗

Drag bodies

The hero drags a body along the ground. Limited speed and visibility make choosing a short, safe route important.

HITMAN ↗

Carry bodies

The hero lifts a body and carries it elsewhere. Occupied hands and changed speed create a distinct movement state.

Tom Clancy’s Splinter Cell ↗

Shoot out lights

A shot disables a light source and changes visibility. The player creates a darker route while risking attention from the noise.

Tom Clancy’s Splinter Cell ↗

Track footprints

Persistent footprints reveal a character’s route. They communicate movement direction even after the target leaves sight.

Metal Gear Solid ↗

Invisibility

An ability reduces the hero’s visual visibility. The player uses camouflage to pass threats while accounting for its limits.

Tom Clancy’s Ghost Recon: Future Soldier ↗

Electrical hazards

Contact with a conductor or discharge creates a damage threat. Light, sound and sparks warn of the dangerous area in advance.

Half-Life 2 ↗

Toxic liquid

Contact with a hazardous liquid applies damage or another harmful effect.

Half-Life 2 ↗

Lava

A hazardous surface limits safe routes. The player uses platforms or searches for a detour while accounting for the cost of contact.

Spelunky ↗

Electrify water

An electrical source turns water into a damaging area.

Dying Light ↗

Sink in a swamp

Soft ground slows the character or draws them downward.

Metal Gear Solid 3: Snake Eater ↗

Use creatures against enemies

The player exposes an enemy to an attacking creature.

Bulletstorm ↗

Destructible walls

Breaking a barrier opens a new passage or line of sight. Its material and visible damage help players predict the effect of a strike.

Deep Rock Galactic ↗

Destructible floor

Breaking a floor creates an opening between elevations.

Severed Steel ↗

Force a door open

The character forces a door open through physical exertion.

F.E.A.R. ↗

Throw an object

The player picks up an object and launches it along a thrown trajectory.

RoboCop: Rogue City ↗

Surface chipping

Impacts remove small surface fragments rather than leaving only flat marks.

Battlefield 3 ↗

Fell trees with gunfire

Sufficient gunfire damage to a trunk makes a tree fall.

Crysis ↗

Cloth physics

Flexible material deforms in response to movement and external forces.

Return to Castle Wolfenstein ↗

Drive a car

The player controls a road vehicle's movement.

Far Cry 3 ↗

Steal a parked car

The player takes an unoccupied vehicle belonging to someone else.

Grand Theft Auto V ↗

Carjacking

The player takes a vehicle from its current occupant.

Grand Theft Auto III ↗

In-world vehicle repair

The character performs a visible repair action beside a vehicle.

Far Cry 2 ↗

Pilotable mech

A piloted machine changes the scale of movement and interaction. The player uses its protection, tools and capabilities where they are useful.

Subnautica ↗

Navigate rapids

The player steers a craft through obstacles in fast-flowing water.

Tomb Raider III ↗

Taxi missions

The player transports passengers to requested destinations for rewards.

Grand Theft Auto: San Andreas ↗

Vehicle destruction debris

Vehicle destruction detaches and scatters structural pieces.

Far Cry 5 ↗

Replace a vehicle with a wreck

A prepared wreck model replaces a vehicle after destruction.

Tom Clancy’s Ghost Recon: Breakpoint ↗

Run over NPCs

A moving vehicle damages characters on collision.

Tomb Raider: The Last Revelation ↗

Natural world boundaries

Geography and plausible obstacles delimit accessible space.

Far Cry Primal ↗

Readable note

A note provides information about the world, events or a puzzle. The player opens a document in the environment and reads it in a suitable view.

Return to Castle Wolfenstein ↗

Views outside

Windows and openings reveal space beyond the current interior.

Alien: Isolation ↗

Distant background scenery

Unreachable scenery suggests a world beyond the playable area.

Duke Nukem 3D ↗

Vending machine as a prop

A vending machine establishes an inhabited setting without necessarily offering purchases.

Outlast ↗

Secret early ending

An unusual early choice ends the story before its main route.

Far Cry 4 ↗

Location-triggered event

Entering a specified area triggers an event.

Doom 3 ↗

In-game cutscene

Characters perform a staged sequence in the current game world. The setting and the hero’s appearance stay connected to the preceding action.

Dead Space ↗

Set-piece

A staged sequence combines movement, threats and spectacle, such as escaping a collapsing cave. The player keeps acting within the scene.

Tomb Raider ↗

Quick-time event

A brief input window ties a timely command to a sequence's outcome.

Far Cry 3 ↗

Scripted scare

Entering an area or another trigger initiates a prepared scare, such as an apparition, sudden motion or sound.

F.E.A.R. 2: Project Origin ↗

Scripted spectacle

A dramatic event follows a predetermined script.

Doom 3 ↗

In-world map

Navigation uses a map represented as a physical world object.

Far Cry 2 ↗

Health displayed on equipment

A world device or equipment component indicates character health.

Dead Space ↗

In-world menu

Menu options appear on an object or device within the world.

Metro 2033 Redux ↗

Handheld scanner

A portable instrument reveals information about a selected target. The player points it at an object to learn more than observation alone allows.

Subnautica ↗

Visible healing action

Health restoration includes an observable in-world character action.

Far Cry 2 ↗

Protagonist self-hints

The protagonist voices observations or a suggested next step.

Alan Wake 2 ↗

Visible player body

Looking down reveals the playable character's own body.

Outlast ↗

Character shadow

Lighting casts the playable character's visible shadow into the scene.

F.E.A.R. ↗

Flashlight

A portable directional light reveals part of a dark space. Turning the beam becomes a decision about where to look next.

Deep Rock Galactic ↗

Moving environmental parts

Animated scenery suggests working machinery or an active setting.

Doom 3 ↗

Footprints

Foot contact leaves marks recording movement across a surface.

Duke Nukem 3D ↗

Mirror

A reflective surface shows the scene from another direction.

Duke Nukem 3D ↗

Moving light

A moving light changes illumination and shadows over time.

F.E.A.R. ↗

Wet reflective surfaces

Moisture changes a material's sheen and reflectivity.

Driveclub (2014) ↗

Tire tracks

Wheels leave a readable trail of vehicle movement on a surface.

MudRunner ↗

Flickering lights

Unstable brightness changes local visibility and atmosphere.

F.E.A.R. ↗

Smoke marker

Smoke or a bright flare marks an important world location.

Rage 2 ↗

Distorting glass

Glass refracts the view of objects behind it.

F.E.A.R. 2: Project Origin ↗

Heat haze

Image distortion suggests heated air.

Gothic 3 ↗

Broken mirror

Damage changes a mirror and its reflected view.

Duke Nukem Forever ↗

In-world video

The player can stop to watch media within the game world.

Doom 3 ↗

Day–night cycle

Game time changes world lighting in a repeating cycle. Day and night may affect visibility, world behavior and route choices.

Minecraft ↗

Rain

Precipitation changes the environment's appearance and sound.

The Last of Us ↗

Fog

Airborne haze limits viewing distance.

Silent Hill 2 ↗

Snow

Snowfall and ground cover establish environmental conditions.

Red Dead Redemption 2 ↗

Thunderstorm

Lightning and thunder alter a scene's lighting and sound.

Forza Horizon 5 ↗

Dynamic weather

Weather conditions transition during play.

Gothic ↗

Traces in snow

Movement leaves visible impressions or grooves in snow.

Uncharted 2: Among Thieves ↗

Snowstorm

Heavy snow and wind alter visibility and route perception.

Metro Exodus ↗

Tornado

A moving vortex creates hazards and affects the environment.

Just Cause 4 ↗

Torch

A carried flame illuminates surroundings and may support world interactions.

Tomb Raider ↗

Telekinesis

The player moves objects remotely without direct physical contact.

Half-Life 2 ↗

Bloody footprints

Footsteps leave stained prints after contact with blood.

Duke Nukem 3D ↗

Light reflected from water

A moving water surface produces changing patterns of reflected light.

F.E.A.R. ↗

Magnifying glass effect

An optical surface magnifies the scene viewed through it.

Half-Life 2 ↗

Cutscene with free look

The player controls viewing direction during a staged scene.

The Elder Scrolls V: Skyrim ↗

Playable cutscene

The player retains limited action during a staged sequence.

Far Cry 5 ↗

Environmental fire hazard

A burning area threatens characters and affects route choice.

Tom Clancy’s Splinter Cell ↗

Player death animation

Character death triggers a distinct visual sequence.

Return to Castle Wolfenstein ↗

Enemy death animation

Lethal damage triggers an enemy's death sequence.

Wolfenstein 3D ↗

Blood pools

A surface pool marks an injured or dead character's location.

Max Payne 3 ↗

Gibbing

A lethal impact breaks an enemy model into fragments.

Quake ↗

Head destruction effect

A distinct effect depicts head destruction on impact.

RoboCop: Rogue City ↗

Limb ripping

A combat action detaches an opponent's limb.

Dead Rising 2 ↗

Cutting a model in half

An attack separates a target's body into two sections.

Bulletstorm ↗

Ripping an enemy model apart

A forceful action tears an enemy's body apart.

Dead Rising 4 ↗

Shredding

A sustained effect visibly shreds a target's body.

Painkiller ↗

Head-crushing animation

A close-range action uses a distinct head-crushing effect.

Doom ↗

Spine-ripping finisher

A finishing move depicts removal of an opponent's spine.

Mortal Kombat ↗

Shot and hit desync

The visible shot and its impact do not match in time or position. This makes attack direction and outcome harder to read.

RoboCop: Rogue City ↗

No reaction before death

An enemy takes hits but keeps the same pose and action until death, making the attack’s result difficult to judge.

RoboCop: Rogue City ↗

Artificial progression gate

A scripted condition blocks passage regardless of the character's physical capabilities.

Dead Island 2 ↗

Forced path

Level structure leaves the player a single route forward.

Dead Island 2 ↗

Outpost enemy respawn

A cleared location becomes occupied by enemies again.

Far Cry 2 ↗

Disappearing bodies and wrecks

The game removes objects left behind after combat.

Tom Clancy’s Ghost Recon: Breakpoint ↗

Leaving the mission area

Moving away from the mission area triggers a warning or consequence.

Tom Clancy’s Ghost Recon: Wildlands ↗

Forced return to the map

Crossing an allowed boundary relocates the character back into play.

Far Cry 3 ↗

Broken sense of isolation

Incongruous contact or guidance weakens an intended sense of isolation.

Dead Space ↗

Mirror without player reflection

A surface looks mirror-like but does not show the expected reflection, conflicting with the scene’s visual rules.

Resident Evil 2 ↗

All-or-nothing damage

Severe visible injury appears only when the target transitions to death.

F.E.A.R. 2: Project Origin ↗

Excessive blood effects

Hit effects use an exaggerated amount of blood.

RoboCop: Rogue City ↗

Player as universal savior

The setting repeatedly relies on the player character to solve others' problems.

Fallout 4 ↗

2D platforming

The player moves on a plane and times jumps. A level turns surfaces, gaps and hazards into a sequence of movement challenges.

Celeste ↗

3D platforming

The player judges distances and heights in three-dimensional space. Camera framing, landmarks and jump controls help target the next foothold.

Rise of the Tomb Raider ↗

Momentum and speed retention

The player accelerates, brakes and preserves momentum, trading fast traversal against precise trajectory changes.

Sonic Mania ↗

Parkour and traversal

The player links jumps and other moves into a route through the environment. Readable footholds support momentum and safe trajectory choices.

Rise of the Tomb Raider ↗

Climbing surfaces

The player uses a suitable surface for hand and foot support. Grabs, climb boundaries and transitions determine the available route.

Tom Clancy's Splinter Cell (2002) ↗

Grapples, ropes and swinging

The player connects to a world anchor, changes length or tension and uses release timing to carry motion onward.

Uncharted: The Lost Legacy (2017) ↗

Flight and gliding

Airborne movement links altitude, speed and direction. The player plans a path around an energy budget or unavoidable altitude loss.

Just Cause 3 ↗

Underwater movement

Movement through water adds ascent and descent to ordinary navigation. Resistance changes acceleration, braking and tool use.

Subnautica ↗

Runners and obstacle courses

Forward progress is imposed or expected to continue, while the player chooses dodge timing and obstacle-clearing sequences.

Mirror's Edge™ ↗

Brawling and beat ’em up

The player chooses a target, distance and attack direction, connecting movement to safe contact timing and escape from surrounding enemies.

Streets of Rage 4 ↗

Fighting games and duels

A duel turns range, startup and recovery into exchanges of advantage: the player provokes an action and selects a response.

Street Fighter™ 6 ↗

Combos and character action

The player connects actions through permitted transitions, trading reliable finishers against continued pressure and preserved defensive options.

Devil May Cry 5 ↗

Stamina-based combat

The player preserves a response to the next threat by dividing a resource between attacking, dodging, blocking and repositioning.

Dark Souls ↗

Hack and slash

The player sustains attacks and chooses ability order to clear groups with different resistances and threats efficiently.

Grim Dawn ↗

Blocks, parries and counters

The player matches a defense to threat direction and timing; success can change exchange tempo, position or the available response.

DARK SOULS™ III ↗

Grabs, throws and wrestling

The player establishes controlled contact with a target and selects a follow-up, restricting both participants' movement during the interaction.

RoboCop: Rogue City (2023) ↗

Crowd combat

The player manages position relative to several threats, dividing attention and creating temporary safe sectors instead of trading hits in place.

Devil May Cry 5 ↗

Destructible parts and wounds

The player selects a target part or effect type to change its capabilities rather than merely reduce shared health.

Bulletstorm ↗

First-person shooter

The player aims from the character’s viewpoint. Position, visibility and ammunition use shape decisions during combat.

Deep Rock Galactic ↗

Third-person shooting and cover

A camera behind the character exposes surrounding space, while cover changes firing angles and movement options.

Tom Clancy’s The Division® 2 ↗

Arena shooters

An arena turns weapons, elevation and respawning resources into a route of continuous movement and control.

DOOM Eternal ↗

Tactical shooters

A short elimination window makes information, positional discipline and coordinated entry central decisions.

Counter-Strike 2 ↗

Hero shooters

Distinct hero abilities modify shared shooting rules and create dependencies between team roles.

Overwatch® ↗

Looter shooters

Shooting produces equipment whose properties reshape later combat and target selection.

Borderlands 2 ↗

Extraction shooters

A sortie ends only upon extraction; acquired loot raises both the value of leaving and the risk of continuing.

Hunt: Showdown 1896 ↗

Rail and light-gun shooters

The system fixes the camera route while the player allocates attention among targets, threats and firing windows.

THE HOUSE OF THE DEAD: Remake ↗

Independent movement and aim

Movement and firing direction are independent, enabling retreating attacks and deliberate range control.

Enter the Gungeon ↗

Bullet hell and projectile patterns

Projectile patterns create moving danger zones. The player reads their direction and gaps to plan a safe movement path in advance.

Enter the Gungeon ↗

Victory and defeat

End conditions determine which actions advance success. An explicit result confirms the goal or explains why the attempt has ended.

Slay the Spire ↗

Scores, combos and records

Scores evaluate actions while combos and multipliers link rewards to sequence and consistent execution.

Sonic Mania ↗

Timed completion and speedruns

Timed completion turns routing, transitions and execution reliability into a shared duration-minimization problem.

Sonic Mania ↗

Feedback and readability

Feedback makes state and action causality readable through coordinated visuals, sound, motion and tactile response.

Return to Castle Wolfenstein (2001) ↗

Information through instruments

The player reads information through the character’s objects and instruments. Their place in the world supports context when displays remain legible.

Deep Rock Galactic ↗

Interface as a play space

Interfaces become play spaces when placing, connecting or interpreting their elements directly changes a challenge's solution.

Resident Evil 4 (2023) ↗

Trade and trade routes

Trade moves goods between locations with different needs; routes connect margin to travel time and risk.

Anno 1800 ↗

Supply, demand and prices

Prices reflect availability and willingness to buy, creating feedback between supply and demand.

Offworld Trading Company ↗

Markets, auctions and bidding

Auctions allocate scarce objects through competing offers while markets expose available exchange conditions.

Offworld Trading Company ↗

Barter and deal evaluation

Barter compares subjective item utility and improves offers through concessions and conditions.

Borderlands 2 ↗

Budgets, debt and investment

An in-game budget limits current spending while debt and investment redistribute options between present and future turns.

Offworld Trading Company ↗

Contracts and orders

A contract connects payment to delivery, quality and timing conditions, turning a promise into a resource plan.

Borderlands 2 ↗

Ownership, rent and taxes

Ownership grants usage rights, rent limits their duration and taxation connects holding an asset to recurring payment.

Victoria 3 ↗

Scarcity and resource sinks

Supply limits and resource removal regulate value while currency growth changes access to in-game purchases.

Slay the Spire ↗

Economic competition

Competitors contest limited opportunities, while specialization and exchange can make them mutually dependent.

Offworld Trading Company ↗

Unlocking new possibilities

Unlocking an ability expands legal actions and allows previously inaccessible challenges to be reconsidered.

Slay the Spire ↗

Collections and set completion

Found objects fill a visible set. Gaps show what remains to discover and turn individual rewards into a long-term goal.

Hollow Knight ↗

Achievements and challenges

A challenge sets a separate mastery criterion and recognizes execution beyond ordinary objective completion.

Monster Train ↗

Loot and reward rarity

A loot system distributes rewards through conditions and probabilities, connecting uncertainty to a clear search direction.

Grim Dawn ↗

Idle and incremental progression

Accumulation continues with limited player attention while upgrades periodically change the production structure.

Cookie Clicker ↗

Prestige and repeated progression

A voluntary reset trades some current progression for persistent changes to the next development cycle.

Realm Grinder ↗

Observation and inspection

The player examines a scene and notices objects or changes that reveal an action or new information.

The Case of the Golden Idol ↗

Movement and spatial access

The player opens passages and chooses accessible locations, changing what can be explored next.

Machinarium ↗

Using inventory items

The player selects an item and a suitable target to cause a rule-defined change.

Day of the Tentacle Remastered ↗

Acquiring and transferring items

The player acquires, transfers or loses an item, changing the available ways to solve a problem.

Thimbleweed Park™ ↗

Direct environment manipulation

The player changes the environment directly by moving, opening, turning or pressing something.

The Room ↗

Combining and crafting

The player combines or dismantles items to obtain different tools and materials.

Last Epoch ↗

Object properties and states

The player changes an item property so that it interacts differently with the world.

The Room ↗

Storage and inventory limits

Storage limits require the player to choose which items to carry, leave or retrieve.

Resident Evil 4 (2023) ↗

Task dependencies and planning

The player identifies task dependencies and chooses a valid execution order.

Human Resource Machine ↗

Choices and consequences

Choosing a solution changes later conditions, available actions or the outcome.

Storyteller ↗

Failure and retries

The player learns from failure and retries with retained knowledge or changed conditions.

Braid ↗

Collecting and processing information

The player records and compares information to turn observations into an available solution.

Her Story ↗

Dialogue interactions

The player chooses lines and topics to obtain information or change a conversation.

Disco Elysium ↗

Knowledge unlocks progress

Progress depends on understanding a rule or fact alongside acquiring items.

Chants of Sennaar ↗

Deduction and hypothesis testing

The player forms a conclusion and checks whether the available evidence supports it.

The Case of the Golden Idol ↗

Reconstructing events

The player reconstructs event order and causes from the traces that remain.

Return of the Obra Dinn ↗

Persuasion and verbal conflict

The player uses arguments, deception or pressure while considering the other character's response.

Disco Elysium ↗

Favors and task chains

Completing a task earns a service or item needed for the next dependency.

Borderlands 2 ↗

Character relationships

Relationships change after actions and shape characters' later responses.

Storyteller ↗

Ciphers, languages and symbols

The player infers symbol meanings and rules for transforming messages.

Chants of Sennaar ↗

Mechanisms and tuning

The player changes controls and checks the resulting mechanism state.

The Room ↗

Logic and combinatorics

The player applies logical and quantitative constraints to rule out invalid combinations.

Hexcells ↗

Spatial and visual puzzles

The player changes object placement, light or viewpoint to produce a required configuration.

Gorogoa ↗

Action sequences

The player orders actions while accounting for dependencies and intermediate states.

Opus Magnum ↗

Maps, routes and mazes

The player uses maps and landmarks to select and verify a route through a space.

Hollow Knight ↗

Physics and experimentation

The player experiments with material and environmental properties and observes the consequences.

Portal ↗

Flows and networks

The player connects nodes and distributes flows while respecting network links and limits.

The Talos Principle ↗

Sound, music and rhythm

The player distinguishes and reproduces sounds, melodies or rhythmic sequences.

Spiritfarer ↗

Input and action selection

The input method determines how the player expresses an intention and selects an action.

Day of the Tentacle Remastered ↗

Memory aids and hints

The game records information and offers hints to help recover context and choose a next step.

Hidden Folks ↗

Timing, schedules and waiting

An action becomes available according to a schedule, duration or chosen moment.

Ghost Trick: Phantom Detective ↗

Living-system behavior

The player observes and influences creatures through their needs and responses.

Bulletstorm ↗

Abilities and controlled entities

The player changes form or controlled entity to gain a different set of actions.

Ghost Trick: Phantom Detective ↗

Multiple protagonists and coordination

The player coordinates multiple protagonists by assigning actions to their different abilities.

Day of the Tentacle Remastered ↗

Switching world layers

Switching world layers changes available objects, rules and actions.

Ghost Trick: Phantom Detective ↗

Rewinding and changing history

The player rewinds or repeats events using knowledge from earlier attempts.

Braid ↗

Computers and in-world media

The player explores devices and media through interfaces that belong to the game world.

Her Story ↗

Stealth and concealing traces

The player manages visibility and traces to avoid detection or influence others' conclusions.

HITMAN ↗

Creating content and stories

The player creates content or stages events that shape the unfolding narrative.

Storyteller ↗

Dexterity and arcade sequences

A short challenge requires movement precision, reactions or maintaining a state.

Spiritfarer ↗

Board and card challenges

An in-game challenge uses a distinct set of board, card or other game rules.

Inscryption ↗

RPG, resources and management

The player allocates resources, develops abilities and keeps a system functioning.

Last Epoch ↗

Cooperation and device features

A challenge uses coordination between participants or the device's available capabilities.

Keep Talking and Nobody Explodes ↗

Metagame and the fourth wall

The player uses knowledge of the interface and game conventions as part of a solution within or around its world.

There Is No Game: Wrong Dimension ↗

Search and recognition

The player finds a required object, feature or pattern among distracting details.

Hidden Folks ↗

Matching and clearing

The player forms valid groups and chooses the order in which they clear.

Bejeweled® 3 ↗

Sorting and ordering

The player arranges objects by a required property using limited moves and temporary storage.

A Little to the Left ↗

Assembly and packing

The player assembles a whole or packs a space while accounting for shape, adjacency and free room.

A Little to the Left ↗

Sliding and rearrangement

The player changes a configuration through permitted slides, rotations or swaps.

Patrick's Parabox ↗

Pushing, carrying and coupling

The player plans access to objects and the consequences of moving, pushing or coupling them.

Patrick's Parabox ↗

Routes and traversal

The player finds a route subject to limits on visits, turns and available resources.

Paper Trail ↗

Connections, networks and loops

The player connects nodes while respecting connectivity, crossing and connection-count constraints.

The Talos Principle ↗

Number and symbol grids

The player fills or marks cells while satisfying local and overlapping constraints.

Hexcells ↗

Regions, coloring and coverage

The player defines region boundaries and contents according to local and board-wide rules.

Dorfromantik ↗

Deduction and hidden state

The player infers hidden state from constraints, observations and system responses.

Hexcells ↗

Numbers and operations

The player constructs expressions or allocations that satisfy a numerical requirement.

Human Resource Machine ↗

Measurement and allocation

The player obtains an exact quantity or composition through limited resource operations.

SpaceChem ↗

Letters and words

The player forms and transforms words under letter-selection and placement constraints.

Letter Quest: Grimm's Journey ↗

Ciphers, languages and meaning

The player discovers correspondences among symbols, words and possible meanings.

Chants of Sennaar ↗

Geometry, cutting and folding

The player folds, cuts or transforms a shape and uses the resulting geometry to solve the puzzle.

Paper Trail ↗

Mechanical puzzles

The player works out a sequence of physical transformations of a multipart object.

The Room ↗

Forces, supports and motion

The player reaches a target state through physical interactions among objects and supports.

Portal ↗

Materials, media and transformations

The player uses material properties and spreading processes to change the environment.

Noita ↗

Light, color and optics

The player controls beams, lighting or color to change the available visual information.

The Talos Principle ↗

Sound, rhythm and memory

The player identifies structure in timed signals and reproduces the required sequence.

Spiritfarer ↗

Perspective and images

The player changes the result through viewpoint, framing or transitions between an image and an object.

Gorogoa ↗

Space and topology

The player solves a puzzle through spatial structure and connections among its parts.

Patrick's Parabox ↗

Time and causality

The player changes available actions through temporal states and causal dependencies.

Braid ↗

Switches and signals

The player controls discrete states and command propagation among system elements.

Portal ↗

Algorithms and programming

The player creates a procedure that solves a problem within a defined execution model.

Human Resource Machine ↗

Machines, production and logistics

The player builds a system for transforming and transporting objects among connected nodes.

SpaceChem ↗

Objects and agent behavior

The player accounts for shared commands, distinct abilities and reactive behavior across several objects.

7 Billion Humans ↗

Items, tools and environment

The player infers how items can be used and creates access to a required target.

Day of the Tentacle Remastered ↗

Investigation and reconstruction

The player reconstructs events from incomplete or conflicting information.

Return of the Obra Dinn ↗

Cooperative information puzzles

Participants divide knowledge and actions, sharing information their partners cannot access.

Keep Talking and Nobody Explodes ↗

Discovering rules and metapuzzles

The player solves a problem by reconsidering how rules, controls or results are interpreted.

Baba Is You ↗

Puzzles with precise execution

The player combines a discovered solution with precise control of continuous movement.

Portal ↗

Starting and ending a conversation

Entry conditions, initiator and controls determine when a conversation starts and how it can end.

Duolingo ↗

Composed responses and free text input

Players compose a reply or enter it freely; the system interprets its content and form.

AI Dungeon ↗

Dialogue graph structure

Connections between dialogue nodes determine branches, loops, merges and the order of available topics.

Disco Elysium ↗

Topic management

Players choose, switch or return to topics; knowledge and conversation state determine which questions are available.

The Elder Scrolls IV: Oblivion® Game of the Year Edition (2009) ↗

Time and pace

Duration, pauses and response deadlines become part of dialogue rules and consequences.

As Dusk Falls ↗

Interruptions and taking turns

Participants take turns, interrupt or yield the floor; rules determine who can speak and when.

Duolingo ↗

Conversation in the world

Lines appear beside the participants in the scene. Character positions and the environment preserve context without a separate dialogue screen.

Spiritfarer ↗

Resources and stakes

A line or influence attempt costs time or resources, or commits the player to a risk or obligation.

Potionomics ↗

Persuasion and Influence

The player tries to change another character’s decision, belief or behaviour through dialogue.

Disco Elysium ↗

Bargaining, transactions and obligations

Participants negotiate an exchange, price or obligation, taking their own goals and limits into account.

Potionomics ↗

Emotional state

The emotional state of participants changes which replies are available and how they are received.

Potionomics ↗

Long-term relationships

Repeated conversations change trust, affinity or other lasting relationships between characters.

Potionomics ↗

Self-expression and character identity

A response expresses the hero’s character and beliefs, even without an immediate external reward.

Pentiment ↗

Knowledge and information sharing

Conversation reveals, verifies, withholds or transfers knowledge that changes further decisions.

L.A. Noire ↗

Lies and hidden intentions

A participant hides intentions or distorts facts; the player constructs a lie or checks another character’s claims.

L.A. Noire ↗

Interrogation and evidence

The player asks questions, compares testimony and presents evidence to uncover contradictions or missing facts.

Phoenix Wright: Ace Attorney Trilogy ↗

Argumentation and debate

The player connects claims with reasons to build an argument or identify a contradiction.

L.A. Noire ↗

Languages, codes and translation

Understanding unfamiliar speech, symbols or codes becomes a condition for meaningful communication.

Chants of Sennaar ↗

Nonverbal communication

Gestures, expressions, posture, proximity or shared actions convey meaning alongside words or instead of them.

Sky: Children of the Light ↗

Group conversations

Several speakers exchange lines, form alliances and react to how attention is distributed.

Pentiment ↗

Joint player decisions

Several players contribute to a conversation or make a shared decision under explicit rules.

As Dusk Falls ↗

Messaging and remote communication

Messages, calls or other communication channels change access, timing and the context of a conversation.

Emily is Away ↗

Consequences of the conversation

A conversation changes actions, relationships, resources or world state, immediately or later.

Potionomics ↗

Failure, repetition and revision

Errors or rejection create opportunities to retry, revise a position or accept the consequences.

Potionomics ↗

Dialogue as a standalone challenge

Conversation follows a distinct challenge with its own sequences, resources, deadlines or response rules.

Potionomics ↗

Inner dialogue

The hero interacts with their own thoughts, inner voices and competing motives.

Disco Elysium ↗

Voice as a game action

Spoken performance, speech recognition or pronunciation becomes part of a player action.

Duolingo ↗

Status, etiquette and rituals

Social status, forms of address and rituals determine appropriate dialogue options and other characters’ reactions.

Pentiment ↗

NPC Goals and Autonomy

An NPC pursues their own goals, sets limits and may refuse, redirect or end a conversation.

Disco Elysium ↗

Memory and history of communication

The system retains earlier statements and uses conversation history for later reactions and consistency checks.

Pentiment ↗

Rule-based selection and generation

Rules select or generate lines from world and character state; quality and generation boundaries require separate checks.

Vaudeville ↗

Dialogue presentation

The interface identifies the speaker and presents the current line. Text size, pacing and placement help the player follow the conversation.

Spiritfarer ↗

Accessibility and reading controls

Reading controls and alternative inputs provide access to dialogue content and interaction.

Duolingo ↗

Targeted boss farming

The player chooses an enemy with a known loot table and repeats the fight for a particular item.

Shop Titans ↗

Hunting for ingredients

A required material is tied to a creature, location or hunting condition, directing target selection.

Melvor Idle ↗

Enemy-pack farming

The player gathers and defeats ordinary enemy packs, choosing density, routing and resource expenditure.

Grim Dawn ↗

Rare and elite hunting

An attempt's value depends on locating a special target rather than merely maximizing kills.

Monster Hunter Rise: Sunbreak ↗

Part-break harvesting

The player changes combat tactics to damage a desired part and obtain its associated material.

Monster Hunter Rise: Sunbreak ↗

Live capture

A repeated hunt ends in capture; preparation and timing differ from an ordinary finishing blow.

Monster Hunter Rise: Sunbreak ↗

Combat target chains

One victory unlocks or strengthens the next target, forming a repeatable sequence.

Monster Hunter Rise: Sunbreak ↗

Recurring area clearing

The player clears a territory's locations in sequence, after which the world rules restore the loop.

Albion Online ↗

Scaling dungeons

A familiar dungeon is completed at higher difficulty tiers for the next level of rewards.

Final Fantasy XIV ↗

Endless waves

The player survives successive waves and decides whether the extra reward is worth the next stage’s risk.

Bloons TD 6 ↗

Repeatable contracts and bounties

Short assignments refresh targets within a familiar action set. Rewards connect individual expeditions to a long-term goal.

Monster Hunter Rise: Sunbreak ↗

Repeated raid clears

A group repeats a multi-stage challenge, allocating roles, loot and available attempts.

Albion Online ↗

World-event cycles

Repeated events change local world state and unlock later objectives or rewards.

Guild Wars 2® ↗

Cumulative PvP progression

Matches award experience, currency or participation marks separately from competitive skill rating.

Final Fantasy XIV ↗

Repeatable skill trials

A repeatable challenge tests execution and grants rewards for meeting its conditions.

Final Fantasy XIV ↗

Procedural expeditions

The same objective repeats across changing routes, encounters and resources.

Final Fantasy XIV ↗

Gathering routes

The player repeats a route through gathering nodes and optimizes visit order, carrying capacity and return trips.

Albion Online ↗

Loot salvaging

Unwanted loot becomes materials for another progression path. An item’s value also depends on its salvage yield.

Black Desert ↗

Consumable supply

Supplies used on adventures run out regularly. Replenishing them connects preparation to repeated gathering.

Melvor Idle ↗

Livestock care

Repeated care sustains renewable animal products.

Final Fantasy XIV ↗

Quality-focused crafting

Repeated crafting targets result quality determined by process or expenditure.

Final Fantasy XIV ↗

Treasure-map hunting

A consumable map or clue set directs a repeatable expedition toward a cache.

Final Fantasy XIV ↗

Archaeology and excavation

Finding traces, locating sites and excavating yield materials or historical collection pieces.

No Man’s Sky ↗

Chest and cache circuits

The player repeats a circuit of replenishing caches, balancing access, risk and route speed.

Final Fantasy XIV ↗

Theft and smuggling

Theft links scouting, stealthy entry and resale. In Thief Simulator occupant information helps time a break-in, and stolen goods can be sold through BlackBay.

Thief Simulator ↗

Repeatable puzzles and routes

A repeatable course tests navigation and execution. FFXIV’s Leap of Faith rewards platform traversal and trophy collection with MGP in separate event sessions.

Final Fantasy XIV ↗

Condition-dependent gathering

A desired resource is available under particular weather, time or environmental conditions.

No Man’s Sky ↗

Money farming

The player chooses repeatable activities by net currency income after expenses.

Shop Titans ↗

Trade routes

The player links resource sources and trading locations into a repeatable route. Returns depend on goods, travel costs and buyers’ needs.

Spiritfarer ↗

Resale and arbitrage

Progress comes from price differences after fees, demand, risk and tied-up capital.

Offworld Trading Company ↗

Market-oriented production

The player repeats production for profit, choosing volume and assortment according to demand.

Shop Titans ↗

Service orders

Repeated services for characters or players pay for skill, conditions fulfilled or delivery.

Final Fantasy XIV ↗

Currency and material conversion

An accumulated resource converts into another through a fixed rate, recipe or market.

Black Desert ↗

Worker assignment

The player allocates workers to tasks while maintaining resources, efficiency and work queues.

Palworld ↗

Dispatch missions

A prepared squad performs a task without direct control; the player chooses composition, investment and duration.

Shop Titans ↗

Passive production

A built system produces resources over time while inputs and storage remain available.

Factorio ↗

Offline accumulation

The system awards bounded progress during absence, with explicit simulation rules and caps.

Melvor Idle ↗

Production logistics

Repeated movement of resources between nodes determines production throughput.

Factorio ↗

Learning by using skills

A skill develops through its associated action. Award rules determine which attempts count as useful practice.

Melvor Idle ↗

Weapon proficiency

Using a chosen weapon type advances a separate proficiency track and unlocks related techniques.

New World (2020 preview) ↗

Profession leveling

Gathering and crafting raise a profession rank and expand the available recipes or resources.

Melvor Idle ↗

Mastery across classes and equipment

New equipment contributes to shared progress. In Warframe, initial ranks on different frames and weapons earn Mastery; ranking a duplicate does not repeat it.

Warframe (Quick Start interface) ↗

Post-cap progression

After the main level cap, experience feeds another system. Diablo IV’s Paragon boards extend character growth; the image is from the 2024 2.0 PTR.

Diablo IV (2.0 PTR, 2024) ↗

Unlocking new classes

Accumulated achievements or resources unlock new play styles rather than only raising current-class numbers.

Rogue Legacy 2 ↗

Talent branches

Earned points develop a chosen ability branch. A limited budget makes the player weigh specialization against access to other options.

Last Epoch ↗

Rarity hunting

Repeated looting offers a chance to replace an item with a higher-quality or rarer version.

Shop Titans ↗

Hunting perfect rolls

Copies of an item differ in their properties or values. The goal becomes a combination suited to a particular build.

Monster Hunter Rise: Sunbreak ↗

Equipment set collection

Individual set pieces grant additional effects when used together. Progress is measured by set completion.

Monster Hunter Rise: Sunbreak ↗

Fragment collection

Fragments accumulate toward a specific unlock. In Clash Royale, six shards unlock a card’s Evolution; the image shows an already evolved Skeletons card.

Clash Royale (2023 interface) ↗

Crafting-base hunting

The loot goal is a base with suitable inherent properties or crafting capacity.

Last Epoch ↗

Item upgrade tiers

The player spends materials on the next upgrade tier of an item. Cost, limits and risk determine which piece is worth improving now.

Last Epoch ↗

Property rerolling

The player spends resources to replace properties on an acquired item and move it toward a desired configuration.

Monster Hunter Rise: Sunbreak ↗

Gem and rune upgrading

A gem has its own progression rank. Diablo III’s Urshi upgrades Legendary Gems after Greater Rifts; the image is from the historical 2014 patch 2.1 preview.

Diablo III (2014 preview) ↗

Item evolution

An item changes form or capabilities after its usage conditions are fulfilled.

Monster Hunter Rise: Sunbreak ↗

Duplicate fusion

Matching copies are consumed to strengthen the result. In 2048, two 2 tiles merge into a 4; RPGs can apply this principle to duplicate items.

2048 ↗

Affix transfer

One item donates a property to another; the player acquires the base and desired effect separately.

Diablo Immortal ↗

Crafting potential

An item has a finite crafting budget. Upgrades consume it, so the player chooses both an improvement sequence and a point at which to stop.

Last Epoch ↗

Companion leveling

A companion has separate power, ability or role progression tied to shared activities.

Final Fantasy XIV ↗

Individual NPC relationships

Repeated actions change an individual character's trust, unlocking reactions, services or quests.

Potionomics ↗

Pet training

A pet develops commands, behavior or useful abilities through repeated practice.

Final Fantasy XIV ↗

Mount training

Riding, exercises or resources improve a particular mount's movement and capabilities.

Final Fantasy XIV ↗

Breeding and inheritance

The player repeats parent selection and offspring raising for desired inherited traits.

Final Fantasy XIV ↗

Hatching and raising creatures

Eggs or young creatures require conditions and care before becoming usable companions or collectibles.

Final Fantasy XIV ↗

Faction reputation

Repeated help raises a faction’s opinion and unlocks rewards. FFXIV daily quests for the sylphs and Amalj’aa build separate reputations.

Final Fantasy XIV ↗

Token accumulation

Activities award a dedicated currency that can be exchanged for a chosen reward at a known price.

Final Fantasy XIV ↗

Key and ticket collection

One repeatable activity awards consumable access to another. A key establishes the cost of attempting the next reward.

Shop Titans ↗

Settlement development

Contributing materials and completing orders develop a shared base, unlocking buildings, services or upgrades.

Final Fantasy XIV ↗

Recipe research

Repeated work with samples gradually unlocks knowledge that expands available crafting options.

The Elder Scrolls V: Skyrim ↗

Map completion

The player gradually reveals locations and records discoveries. The map shows where tasks, resources or unexplored areas remain.

Spiritfarer ↗

Regional node investment

Resources and accumulated contribution improve selected world locations or connect them into a network.

Final Fantasy XIV ↗

Guild development

Individual repeated activities contribute to shared resources that unlock persistent group options.

Shop Titans ↗

Community construction

Combined contributions from many participants change an object or region and unlock the next stage.

Final Fantasy XIV ↗

Account-wide unlocks

One character's achievement creates a lasting option for others, reducing repetition of an already mastered path.

FTL: Faster Than Light ↗

Collectible completion

Repeatable activities fill a collection that can award cosmetic distinctions, records or completion rewards.

Vampire Survivors ↗

Prestige and rebirth

After reaching a threshold, the player resets part of their progression and repeats the journey with a permanent reward or new conditions.

Realm Grinder ↗

Tiered achievements

A theme has successive quantitative or qualitative thresholds with separate rewards.

Final Fantasy XIV ↗

New Game Plus

Replay preserves specified progress. FFXIV’s New Game+ variant replays unlocked story chapters without resetting the character or repeating quest rewards.

Final Fantasy XIV ↗

Season progression track

Actions during a season advance a sequence of goals and rewards. The next milestone and the requirements for progress remain visible.

Deep Rock Galactic ↗

Guaranteed reward

Completing a known requirement grants a stated reward, allowing the player to plan progress without depending on luck.

Deep Rock Galactic ↗

Weighted random rewards

The result is drawn from a probability distribution; attempt frequency and table composition determine the path to a goal.

Melvor Idle ↗

Personal and shared loot

The rule determines who owns a reward and how participants divide a shared outcome.

Final Fantasy XIV ↗

Performance-based rewards

Reward amount or composition depends on observable performance rather than completion alone.

Final Fantasy XIV ↗

Hard pity threshold

After a defined number of qualifying failures, the next reward is guaranteed under explicit counter rules.

Black Desert ↗

Duplicate protection

The system tracks acquired cards when awarding new ones. Hearthstone pack protection limits duplicates within a rarity until its collection requirement is met.

Hearthstone ↗

Increasing chance after failures

Probability changes with qualifying attempt history without necessarily providing a fixed guarantee.

Black Desert ↗

Unwanted-reward compensation

A result unsuitable for the current goal retains value through replacement or alternative progress.

Black Desert ↗

Upgrade refunds and protection

Rules preserve part of an investment when replacing an item, failing or changing progression direction.

Monster Hunter Rise: Sunbreak ↗

Risk-reward scaling

The player accepts extra threats or restrictions in exchange for changed rewards.

Slay the Spire ↗

Streak multipliers

Consecutive successes within a loop increase rewards until a reset or voluntary stop.

Geometry Wars™ 3: Dimensions Evolved ↗

Rested progression reserve

Rest or absence builds a bounded reserve that accelerates later active actions.

Final Fantasy XIV ↗

Parallel goal progression

One activity meaningfully advances several independent goals, allowing useful combinations.

Melvor Idle ↗

Loot-pool focusing

The player invests resources or makes a choice to change eligible rewards or their relative weights.

Monster Hunter Rise: Sunbreak ↗

Daily cycles

A periodic reset refreshes objectives or bonuses and establishes repetition cadence.

Final Fantasy XIV ↗

Weekly caps and reward eligibility

A period permits a limited number of rewards or currency units regardless of run count.

Final Fantasy XIV ↗

Regenerating attempt budget

Activities consume a resource restored over time or through play, limiting repetition frequency.

Shop Titans ↗

Source respawn windows

A harvested source returns according to time or world-state rules, changing repeat availability.

Monster Hunter Rise: Sunbreak ↗

Production time constraints

Crafting or research takes time, requiring queue and capacity management.

Melvor Idle ↗

Seasonal partial resets

A new season resets specified tracks or the economy while preserving stated outcomes.

Final Fantasy XIV ↗

Catch-up progression

The route to older gear becomes shorter. FFXIV lets players buy gear from previous stages with shared Poetics instead of each stage’s original currency.

Final Fantasy XIV ↗

Diminishing returns

Prolonged repetition of one source reduces yield or raises cost, changing the next activity choice.

Cookie Clicker ↗

Progress loss on failure

Defeat removes resources, experience or some loot, making preservation part of the loop.

Dark Souls ↗

Banking and extraction

Expedition gains become persistent only after exiting or reaching a banking point.

Hunt: Showdown 1896 ↗

Item binding and circulation

Transfer rules determine whether trade can replace personal farming and when an item leaves circulation.

Final Fantasy XIV ↗

Capacity and stock management

Limited inventory or storage requires choices about keeping, processing, transporting or abandoning goods.

Melvor Idle ↗

Shared-reward eligibility

Contribution, party and access rules determine who receives the result of a shared activity.

Guild Wars 2® ↗

Run structure

A run combines a sequence of encounters, route choices and conditions for victory or defeat.

Monster Train ↗

Defeat and consequences

Defeat ends an attempt or removes some progress. Loss rules determine the price of risk and what the player brings into the next attempt.

Slay the Spire ↗

Run starting conditions

Before a run, the player chooses a roster, rules or restrictions. These conditions shape available strategies and vary repeated attempts.

Monster Train ↗

Procedural generation

The game generates areas, encounters and rewards under defined rules, varying each attempt within a recognisable structure.

Final Fantasy XIV ↗

Choosing a run route

At a fork, the player chooses the next node and gives up alternatives. Upcoming services, rewards and threats shape the run plan.

Monster Train ↗

Exploration and information

The player uncovers the world and the properties of its creatures. Records of discoveries help prepare for unfamiliar situations.

Spelunky ↗

Time and turn order

Turns, action duration and continuous time determine when players and enemies can act.

Crypt of the NecroDancer ↗

Pressure and pacing

Timers, pursuit or escalating threats limit decision time and change the pace of a run.

Crypt of the NecroDancer ↗

Movement and spatial restrictions

Jumps, ladders and traversal tools determine reachable positions and the cost of moving through a level.

Spelunky ↗

Ranged combat and projectiles

An attack reaches a distant target through a projectile or beam. Range, travel time and firing shape change positioning and response timing.

Enter the Gungeon ↗

Damage, status effects and control

Damage and status effects change a target’s health, available actions and control over combat.

Slay the Spire ↗

Enemies and bosses

Enemy behaviour and encounter design create threats that the player answers with their current build.

Hades ↗

Environment and system interactions

Fire, liquids, electricity and destructible materials interact according to shared world rules.

Noita ↗

Stealth and non-combat actions

Tools, trade and stealth allow exploration and ways around threats without direct combat.

NetHack (menucolors) ↗

Builds and synergies

The player combines cards, items and upgrades that reinforce one another. A discovery’s value depends on the build already taking shape.

Monster Train ↗

Loot and new acquisitions

New acquisitions expand the current run’s options. Players evaluate properties, build compatibility and the cost of rejecting alternatives.

Monster Train ↗

Identification and curses

Hidden properties, blessings and curses change an item’s value. Players discover them through inspection, use and special tests.

NetHack (menucolors) ↗

Inventory and carrying capacity

Limited carrying capacity forces choices about supplies, loot to keep and items to leave behind.

Darkest Dungeon® ↗

Crafting and modifying items

Recipes and materials turn loot into a desired tool. The player chooses a base and properties to change the current build’s capabilities.

Last Epoch ↗

Constructing abilities and spells

Players choose and combine components to create abilities with the desired form, effect and trigger sequence.

Magicraft ↗

Limited resources

Health, energy and consumables limit an expedition. The player divides supplies between the immediate threat and future encounters.

Slay the Spire ↗

Randomness control

Players manage uncertainty through offer selection, rerolls, filtering and control over future outcomes.

Balatro ↗

Summons and party in a run

The player adds allies and assigns their positions or roles. The party’s survival depends on its composition and combined abilities.

Monster Train ↗

Religion, factions and reputation

Relations with gods and factions connect the hero’s actions to patronage, obligations and rewards.

Hades ↗

Narrative and persistent world

Repeated attempts unlock conversations and change relationships, preserving a connected story across defeats.

Hades ↗

Deckbuilding roguelike

The player progresses through battles while building a deck during the run. Random offers and limited resources require adapting to discoveries.

Monster Train ↗

Combinations and scoring

Players assemble combinations and modify their value with effects to reach a target score.

Balatro ↗

Auto-attacks and wave survival

Attacks happen automatically while the player chooses movement, upgrades and ways to survive escalating waves.

Vampire Survivors ↗

Ship, base and settlement

Players allocate crew, power and equipment while responding to external threats within a run.

FTL: Faster Than Light ↗

Other genre hybrids

Rules from another genre change player actions and decisions within a repeatable run structure.

Crypt of the NecroDancer ↗

Cooperative and competitive runs

Participants share roles, resources and risks within a run or compare results under shared rules.

Risk of Rain 2 ↗

Run difficulty and challenges

Additional rules change the demands of a run. The player sees restrictions in advance and chooses an appropriate challenge.

Monster Train ↗

Classic roguelike systems

Food, pets, remains of earlier heroes and voluntary restrictions add interconnected challenges within a run.

NetHack (menucolors) ↗

Structure of the world and routes

Connected areas, forks and shortcuts create a network for exploration and return visits.

Hollow Knight ↗

Access conditions and obstacles

A barrier tests an ability, state or piece of knowledge needed to access a new area.

Axiom Verge ↗

Ground movement and jumping

Running and jumping determine reachable platforms and the height and range of traversal.

Hollow Knight ↗

Walls, ceilings and holds

Wall and ceiling surfaces become supports or routes when given the appropriate action.

Tomb Raider III (1998) ↗

Momentum and environmental traversal

Action momentum and environmental objects help the player reach new positions.

Hollow Knight ↗

Forms, bodies and companions

Changing the shape, body or controlled satellite gives different sizes, properties and methods of interaction.

Subnautica ↗

Water and hazardous environment

Water and hazardous environments change movement, protection requirements and safe exposure time.

Subnautica ↗

Impact on the environment

The player modifies objects and environments to reveal a route or new state of an area.

Spelunky ↗

Space, time and layers of the world

Switching world layers, space or time changes available platforms, passages and solutions.

Guacamelee! Super Turbo Championship Edition ↗

Perception Tools and Puzzles

Observation tools reveal hidden properties and allow you to check puzzle solutions.

Deus Ex: Mankind Divided (2016) ↗

Health, energy and the price of action

Health and energy limit available actions, healing and exploration between safe points.

Hollow Knight ↗

Progression and character builds

Found upgrades expand the character’s abilities. Limits on simultaneous use encourage a set tailored to a chosen play style.

Hollow Knight ↗

Saving and returning

Checkpoints and transport determine the cost of returning. Failure repeats a section of the route, while opened shortcuts make that section shorter.

Hollow Knight ↗

Economy, loot and crafting

Loot, trade and crafting turn exploration rewards into new character capabilities.

Bloodstained: Ritual of the Night ↗

NPCs, quests and world state

Conversations, quests and world changes create access conditions and consequences for player actions.

Hollow Knight ↗

Melee

Melee attacks use position, timing and weapon properties to overcome nearby threats.

Hollow Knight ↗

Ranged combat and magic

Projectiles and magic let the player affect distant targets and world elements.

Hollow Knight ↗

Defense and threat management

Defensive actions and stealth reduce threats, prevent damage or help avoid encounters.

Hollow Knight ↗

Enemies and combat encounters

Enemy composition, placement and behaviour determine the conditions of each local encounter.

Hollow Knight ↗

Bosses and Major Challenges

A major enemy tests learned actions and connects mastery to access to the next stage.

Hollow Knight ↗

Exploration and secrets

Observation, experimentation, and returning to known locations reveal hidden areas and rewards.

Hollow Knight ↗

Maps and navigation

A map connects rooms, passages and landmarks. The player compares their position with known routes and chooses where to return or explore next.

Hollow Knight ↗

Additional challenges and completion

Optional objectives and additional modes test skill and provide different ways to complete.

Hollow Knight ↗

Hybrid systems

Systems from other genres change character growth, exploration structure and ways to overcome obstacles.

Bloodstained: Ritual of the Night ↗

Controls and onboarding

Prompts, onboarding and control settings help players learn actions and accommodate their limitations.

Hollow Knight ↗

Starting conditions and deck structure

The starting deck defines available cards, draw probabilities and constraints on future strategy.

Balatro ↗

The cost of changing a deck

Buying, removing and otherwise changing cards compete for a shared resource. The player weighs a card’s benefit against the alternatives it costs.

Slay the Spire ↗

Removing cards

A card can leave play for a turn, a combat or the entire run. Removing it changes the frequency of useful draws and the cost of future choices.

Slay the Spire ↗

Upgrading cards

An individual card gains power or a new property. Upgrading changes its role in the deck and competes with other uses of progression resources.

Slay the Spire ↗

Timing, triggers and sequences

Effects depend on trigger events, resolution order and which cards have already been played.

Balatro ↗

Copying and generating cards

New instances, temporary tools and re-applying effects.

Dicey Dungeons ↗

Synergies and deck composition

Cards and modifiers reinforce each other with a specific deck composition or action sequence.

Balatro ↗

Permanents and hybrid systems

Cards create persistent objects, units or other systems that follow their own rules.

Monster Train ↗

Deck interference and counterplay

Opponents restrict cards, disable properties or force players to revise their usual strategy.

Balatro ↗

Cooperation and team deck building

The rules bind the development and use of decks of several participants.

Across the Obelisk ↗

Routes, runs and metaprogression

The route and run rules determine when cards can be bought, acquired, upgraded or removed.

Monster Train ↗

Card combat goals and tempo

A deck must meet the victory condition before defeat. The player shifts priorities between damage, defense and preparing future turns.

Slay the Spire ↗

Action-adventure

Exploration combines with character-control challenges. Routes, obstacles and discoveries connect learning about the world with mastering its actions.

Rise of the Tomb Raider ↗

Open-world exploration

The player chooses which area to visit next. Landmarks, unexplored places and resource information support a self-directed route.

Spiritfarer ↗

Expeditions and returning to base

An expedition limits exploration by supplies and asks when to return with discoveries.

Hunt: Showdown 1896 ↗

Archaeology and traces of the past

The player reconstructs the past from object placement, environmental layers and differences between traces.

No Man’s Sky ↗

Treasure hunting and secrets

Secret hunting combines a clue, interpretation of a location and an action revealing a hidden reward.

Paper Trail ↗

Exploration through observation

Observation and movement reveal events through environmental detail without requiring continuous combat or reflex tests.

Firewatch ↗

Real-time strategy

Commands execute continuously while attention is divided between economic growth, scouting and army control.

Age of Empires IV: Anniversary Edition ↗

Turn-based strategy

Turns provide planning time while player order determines which world changes the next participant observes.

Sid Meier’s Civilization® VI ↗

4X

Exploration, expansion, development and conflict connect multiple settlements into a long-term strategy.

Sid Meier’s Civilization® VI ↗

Grand strategy and dynasties

A long simulation connects territory, institutions and succession, turning personal relationships into strategic resources.

Crusader Kings III ↗

Operational planning

An operational plan connects formations, supply and timing, with combat testing whether the intended maneuver is feasible.

WARNO ↗

Command without base building

A limited roster completes objectives without a production base; losses change the options for later engagements.

Shadow Tactics: Blades of the Shogun ↗

MOBAs and lane control

Heroes divide between lanes and shared objectives, converting local success into team-wide map advantage.

Dota 2 ↗

Asymmetric factions

Factions solve shared strategic problems through different systems; balance depends on comparable practical options.

Command & Conquer™ Red Alert™ 3 ↗

Diplomacy and international relations

Diplomacy uses promises, exchange and threats to change other powers' behavior without immediate combat.

Sid Meier’s Civilization® VI ↗

Fog of war and reconnaissance

Hidden information requires acquiring, evaluating and updating intelligence instead of acting on a complete map.

Sid Meier’s Civilization® VI ↗

Turn-based grid combat

Grid cells discretize legal movement and effect areas, allowing combat sequences to be planned.

Into the Breach ↗

Initiative and action economy

Initiative sets order while an action budget limits combinations of movement, attacks and preparation within a turn.

Into the Breach ↗

Position, flanks and cover

Position changes protection and target access, while flanking circumvents the advantage of a frontal engagement.

XCOM® 2 ↗

Displacement and environmental tactics

Forced movement changes tactical situations without direct damage by using hazards and board structure.

Into the Breach ↗

Simultaneous plan execution

Participants plan from one world state, then the system jointly executes orders using explicit conflict rules.

Frozen Synapse ↗

Auto battlers and roster preparation

The player assembles and positions a roster before combat, and automated execution tests preparation and role combinations.

Mechabellum ↗

Tower defense

The player places defenses along enemy routes, splitting a budget between coverage, damage types and upgrades.

Bloons TD 6 ↗

Rerouting enemies and building mazes

Building changes enemy routes, making travel length and available passages defensive resources.

Defense Grid: The Awakening ↗

Base defense, sieges and waves

Waves test a base's resilience while preparation and repair split limited resources between current and future threats.

They Are Billions ↗

Territory and objective control

Held locations provide score, resources or supply, while territorial connectivity makes bypassing an alternative to assault.

WARNO ↗

Sculpting and shape manipulation

Shape manipulation adds, removes or moves material to explore volume and expression under selected constraints.

Claybook ↗

Construction kits and mechanism assembly

Parts form a construction whose behavior emerges from joints, motion transmission and power sources.

Besiege ↗

Designing a character’s appearance

The player combines compatible appearance options and previews the result. Constraints help preserve identity and a readable silhouette.

Deep Rock Galactic ↗

Filming and editing

Performance creation combines staging, recording and editing to control shot order, duration and the audience's attention.

Car Mechanic Simulator 2021 ↗

Collaborative creation and UGC

Collaborative editors coordinate several authors' changes while user-generated content preserves authorship, dependencies and access conditions.

Tabletop Simulator ↗

City building

City building connects homes, jobs and services through resident flows and settlement resilience.

Cities: Skylines ↗

Colonies and colonist management

A colony connects individual colonist needs and skills to shared work queues and limited supplies.

RimWorld ↗

Businesses and tycoon games

A business turns investment, capacity and customer service into revenue that funds further development.

Shop Titans ↗

Parks and attractions

A park aligns attraction appeal with paths, queues, maintenance and visitor or animal needs.

Planet Coaster ↗

Hospitals, schools and public services

A public service allocates limited capacity among requests with different urgency and processing duration.

Two Point Hospital ↗

Schedules, queues and service

Queues connect task arrivals to worker availability; scheduling allocates limited time slots in advance.

Two Point Hospital ↗

Staff, skills and delegation

Staff perform delegated work according to skill, time and authority, reducing the need for manual orders.

RimWorld ↗

Residents’ needs and conflicts

Resident needs compete for services and space, while unmet needs change behavior and attitudes toward management.

Frostpunk ↗

Building placement and adjacency

Object placement determines a base’s accessibility and convenience. Players consider occupied space, building connections and travel routes.

Spiritfarer ↗

Crises, accidents and recovery

A crisis breaks normal system dependencies, requiring diagnosis, damage containment and prioritized restoration.

RimWorld ↗

Caring for pets and characters

Care tracks a dependent character's needs and turns observing its signals into choosing suitable actions.

Final Fantasy XIV ↗

Asymmetric roles and abilities

Different roles receive distinct actions and information, making progress depend on another participant's contribution.

Keep Talking and Nobody Explodes ↗

Rescuing and supporting a teammate

Support changes an ally's capabilities while rescue redistributes risk and time across the group.

Human Fall Flat ↗

Betrayal and temporary alliances

Temporary alliances align interests until a condition changes, allowing participants to revise commitments for personal goals.

Among Us ↗

Everyday social simulation

Everyday-life simulation connects routines, needs, work and relationships while players choose the character's life priorities.

Potionomics ↗

Social deduction and hidden roles

Hidden roles give participants different knowledge and goals, while discussion compares statements with observed actions.

Among Us ↗

Group answers and voting

Short group rounds distribute answers, clues and scoring while supporting participants with different levels of familiarity.

Quiplash ↗

Telegraph

A cue previews the type, location or timing of an upcoming threat.

Cuphead ↗

Wind-up

A preparatory action separates attack commitment from its damaging stage.

Hollow Knight ↗

Active phase

The attack's damaging component is active during this interval.

Hollow Knight ↗

Recovery

After attacking, the boss has limited actions and offers a response opportunity.

Ori and the Will of the Wisps ↗

Attack lock

An explicit moment ends further adjustment of a chosen attack.

Hollow Knight ↗

Fight phase

An encounter state change switches a coherent package of rules.

Ori and the Will of the Wisps ↗

Enrage

A condition increases boss pressure through parameters or new actions.

Terraria ↗

Survival phase

The player must endure a threat interval before the normal objective resumes.

Ori and the Blind Forest ↗

Wide swing

A broad attack arc covers space ahead of and beside the boss.

Dark Souls III ↗

Lunge

A short body thrust combines closing distance with an attack.

Ori and the Will of the Wisps ↗

Ground slam

A ground impact creates a damaging area around its contact point.

Ori and the Will of the Wisps ↗

Charge

After locking direction, the boss rapidly crosses a dangerous lane without steering.

Terraria ↗

Arc sweep

An attack sweeps an arc around an anchored endpoint or pivot.

Dark Souls III ↗

Landing jump

The boss leaps toward a chosen location and threatens its landing area.

Ori and the Will of the Wisps ↗

Grab

A player caught by the grab temporarily loses freedom of action.

Metroid Dread ↗

Burrow and emerge

The boss disappears underground and reemerges with an attack at a selected location.

Hollow Knight ↗

Single shot

One projectile creates a single readable threat trajectory.

Cuphead ↗

Projectile fan

Several firing directions form a spreading fan.

Cuphead ↗

Gap volley

A dense volley leaves an opening the player must reach.

Enter the Gungeon ↗

Ring volley

Simultaneous shots radiate around their source.

Enter the Gungeon ↗

Crossfire

Separated sources create intersecting lines of fire.

Hollow Knight ↗

Ricochet projectile

A boundary collision changes a projectile's subsequent direction.

Hollow Knight ↗

Splitting projectile

At a defined moment, one projectile produces several new trajectories.

Cuphead ↗

Returning projectile

A projectile returns after travelling outward, threatening previously crossed space again.

Hollow Knight ↗

Spiral barrage

Rotating the firing direction arranges successive projectiles into a spiral.

Enter the Gungeon ↗

Orbiting projectiles

Projectiles circle a center and constrain access to it.

Hollow Knight ↗

Marked-area strike

A marker previews the location of a coming strike.

Enter the Gungeon ↗

Shockwave

A wavefront expands from its source and crosses player positions.

Ori and the Will of the Wisps ↗

Lingering hazard

An attacked location remains hazardous for a period afterward.

Hollow Knight ↗

Mine

A placed object activates through proximity, contact or timing rules.

Enter the Gungeon ↗

Chain explosions

Successive explosions carry a threat across several areas.

Cuphead ↗

Hazard trail

A moving source leaves hazardous patches behind it.

Hollow Knight ↗

Weak point

Hitting a designated target region enables damage or an enhanced effect.

Ori and the Will of the Wisps ↗

Directional shield

Protection blocks damage only from specified directions.

Hades ↗

Interruptible wind-up

Successful intervention before preparation ends cancels a dangerous attack.

Sea of Stars ↗

Part break

Destroying a component changes the boss's abilities or vulnerability.

Cuphead ↗

Situational immunity

A temporary condition makes the boss immune until its state changes.

Hollow Knight ↗

Damage-type resistance

Attack effectiveness depends on its damage type against the boss's resistance.

Stoneshard ↗

Counter stance

A specified player action against a prepared stance triggers retaliation.

Hollow Knight: Silksong ↗

Attack reflection

An incoming attack is redirected toward its sender under a reflection rule.

The Legend of Zelda: Four Swords Adventures ↗

Absorption power-up

Absorbed attacks or objects strengthen the boss.

Nefarious ↗

Loadout adaptation

The boss adjusts its response to the player's available equipment.

Rabi-Ribi ↗

Target lock

The boss tracks its target until an explicit direction-lock moment.

Cuphead ↗

Volley

A group of threats is released together under one attack rule.

Cuphead ↗

Burst fire

A short sequence of shots forms one pressure window.

Hollow Knight ↗

Attack combination

Linked attacks form a sequence with shared timing and transitions.

Dark Souls III ↗

Predictive aiming

A shot aims at a moving player's predicted future position.

Will You Snail? ↗

Source tracking

The attack source continues turning to follow its target.

Cuphead ↗

Delayed activation

A deliberate delay separates warning from threat activation.

Enter the Gungeon ↗

Homing projectile

An already launched projectile adjusts its trajectory to follow a target.

Hollow Knight ↗

Speed change

A speed change during an attack alters the required dodge timing.

Terraria ↗

Limited spread

Spread stays within a defined range of directions or positions.

Enter the Gungeon ↗

Moving hazard

A hazardous area moves and displaces the player from their route.

Cuphead ↗

Shrinking safe area

The arena's safe portion gradually contracts.

Hollow Knight ↗

Knockback

An impact pushes the player away and changes their relation to hazards.

Final Fantasy XIV ↗

Pull

An external force draws the character toward a threat source.

Hollow Knight: Silksong ↗

Platform destruction

The boss destroys a support and changes available footing.

Ori and the Will of the Wisps ↗

Converging threats

Several threats converge and reduce available response space.

Hollow Knight ↗

Straight beam

An extended straight beam blocks a line from its source to its endpoint.

Cuphead ↗

Scanning beam

A beam changes direction, sweeping a dangerous line across the arena.

Terraria ↗

Pulse beam

A beam alternates damaging pulses with inactive intervals.

Hollow Knight ↗

Rotating beams

Several rotating beams create moving safe gaps.

Terraria ↗

Summon

The boss introduces extra enemies that compete for attention.

Hollow Knight ↗

Turret deployment

A deployed object independently generates threats from a new position.

OTXO ↗

Threat generator

A separate target continues producing hazards until neutralized.

OTXO ↗

Decoy

False objects complicate identification of the real target.

Terraria ↗

Objective-linked invulnerability

Completing a separate objective removes the main opponent's protection.

Hollow Knight ↗

Environmental weapon

An arena object becomes a means of damaging the boss.

Super Metroid ↗

Posture stagger gauge

Accumulated posture pressure opens a special attack opportunity.

Eastern Exorcist ↗

Encounter-specific tool

An encounter-specific tool provides an action needed against this opponent.

Super Metroid ↗

Baited self-hit

The player steers a boss action into damaging the boss itself.

The Binding of Isaac: Rebirth ↗

Projectile rally

Returning a projectile creates a back-and-forth exchange until resolution.

The Legend of Zelda: Four Swords Adventures ↗

Wave-clear objective

Encounter progress depends on completing successive enemy waves.

The Binding of Isaac: Repentance ↗

Persistent encounter progress

Completed milestones survive defeat and shape the next attempt.

Dark Souls ↗

Pacifist resolution

A completion condition ends the encounter without killing the opponent.

The Binding of Isaac: Repentance ↗

Player-controlled boss

Another player makes boss decisions within defined rules.

Crawl ↗

Teleport

The boss relocates without normally traversing the intervening space.

Hollow Knight ↗

Cover and line of sight

Obstacles interrupt an effect's line between threat and player.

Final Fantasy XIV ↗

Boundary attack

A source at the arena boundary sends a threat into playable space.

Hollow Knight ↗

Chase herding

Pursuit steers the player toward particular areas or routes.

Sonic Advance 2 ↗

Boss as terrain

The boss's body becomes terrain for traversal and reaching objectives.

Sonic Origins: Sonic 3 & Knuckles ↗

Forced scrolling

Scrolling play space forces continued movement.

Sonic Advance 2 ↗

Nested / relocated arena

The encounter moves into another space with its own constraints.

The Binding of Isaac: Repentance ↗

Control mode shift

An encounter stage changes the available character control mode.

Undertale ↗

Escape phase

The boss retreats, making pursuit part of continuing the encounter.

Dave the Diver ↗

Forced inertia

Retained momentum limits immediate changes in movement.

Mega Man (Legacy Collection) ↗

Beat-synced attack

Threat and response windows align with a readable beat.

Crypt of the NecroDancer ↗

Invisibility

Traces, sound or other indirect cues reveal a hidden boss's position.

Metroid Dread ↗

Sound detection

Noise from player actions affects boss detection and response.

Little Nightmares ↗

Wraparound projectile

A projectile exiting one boundary returns from another side.

The Binding of Isaac: Repentance ↗

Status buildup

Repeated exposure fills a gauge whose threshold triggers a separate effect.

Salt and Sanctuary ↗

Ability or healing lock

A named action becomes temporarily unavailable under an announced rule.

Terraria ↗

Interruptible self-heal

The boss prepares a heal that the player can interrupt before completion.

Bloodborne ↗

Party-size scaling

Encounter parameters account for the number of participating players.

Terraria ↗

Action-reactive punish

A committed player action triggers a specified boss response.

Hollow Knight ↗

On-hit healing or lifesteal

A qualifying contact restores boss health.

Pokémon FireRed and LeafGreen ↗

Interceptable healing sources

Healing comes from a separate source that can be intercepted.

Genshin Impact ↗

Resource steal or drop

A hit transfers resource ownership or drops it for possible recovery.

The Binding of Isaac: Afterbirth ↗

False death and return

An apparent boss defeat triggers revival or another phase.

Hollow Knight ↗

Maximum-health reduction

An effect reduces health capacity and limits ordinary healing.

Elden Ring ↗

Instant-kill condition

An explicit condition immediately ends the attempt regardless of remaining health.

Spelunky ↗

Adaptive damage-rate cap

A rule limits excessive damage throughput within a defined time window.

The Binding of Isaac: Repentance ↗

Loadout mirror

A snapshot of player equipment determines the boss's ability package.

Elden Ring ↗

Moveset shapeshifting

The boss switches complete packages of movement, attacks and reactions.

The Binding of Isaac: Repentance ↗

Ally theft and charm

An existing ally temporarily changes allegiance and becomes a threat.

The Binding of Isaac: Repentance ↗

World-state encounter variant

World state, such as time of day or progress, changes encounter rules.

Terraria ↗

Run-history manifestation

Earlier run decisions determine elements of the present encounter.

Metal Gear Solid 3: Snake Eater (Master Collection) ↗

Real-time progression

Real time elapsed outside combat changes the next encounter state.

Metal Gear Solid 3: Snake Eater ↗

Interface interaction

Responding to a threat involves a microphone, controller or another external interface.

Metal Gear Solid (Master Collection) ↗

Shared group health

Several bodies feed damage into one shared health pool.

Elden Ring ↗

Coordinated duo attack

Two bosses execute linked parts of one coordinated attack.

Hollow Knight ↗

Kill-order inheritance

The surviving opponent inherits abilities based on defeat order.

Dark Souls ↗

Partner revival

One boss can revive a fallen partner until the shared completion condition is met.

Elden Ring ↗

Personal spread

Personal zones require separation to avoid other players' hits.

Final Fantasy XIV ↗

Shared-damage stack

A marked attack's damage is divided among eligible participants within its area.

MapleStory ↗

Tower soak

A marked location requires a specified number of players at resolution.

Final Fantasy XIV ↗

Tankbuster and target handoff

After a costly hit, the group hands boss attention to another defender.

Final Fantasy XIV ↗

Entity tether

A tether checks distance between assigned entities.

World of Warcraft ↗

Party split

The group splits to complete independent objectives in parallel.

MapleStory ↗

Proximity damage

Hit severity varies with distance from an announced source.

Final Fantasy XIV ↗

Gaze check

The outcome depends on character facing relative to a source at the check time.

Final Fantasy XIV ↗

Debuff handoff

A harmful state transfers to another participant through an explicit contact rule.

Final Fantasy XIV ↗

Ordered targets

Markers specify the order in which players receive upcoming attacks.

Final Fantasy XIV ↗

Pairing polarity

Success depends on correctly pairing assigned player signs or roles.

Final Fantasy XIV ↗

Crime-scene observation

The player selects significant environmental details and separates observed facts from possible explanations.

Shadows of Doubt ↗

Evidence collection and provenance

The player preserves a finding with its location, time and collection method so its significance can be checked later.

The Case of the Golden Idol ↗

Trace and sample comparison

The player checks similarities and differences between a trace and candidate samples. A matching property alone does not establish guilt.

The Operator ↗

Instrument-assisted inspection

A tool reveals a new property; the player decides what to inspect and how to interpret the result.

The Operator ↗

Documents, records and ciphers

The player extracts information from character-created records and checks their authorship, meaning and reliability.

Her Story ↗

Connecting clues and organizing a case

The player organizes scattered information while preserving the difference between a fact and a proposed connection.

Shadows of Doubt ↗

Competing hypotheses

The player proposes several explanations and looks for an observation that can distinguish between them.

The Case of the Golden Idol ↗

Experimental hypothesis testing

The player chooses a test capable of refuting an assumption and compares its result with a prediction.

The Operator ↗

Eliminating candidates

The player narrows possible answers through compatible constraints and keeps the reason for every elimination.

The Case of the Golden Idol ↗

Motive, means and opportunity

The player checks different aspects of a suspect’s involvement. A motive or access to an item alone does not establish the connection.

The Case of the Golden Idol ↗

Inferring hidden rules

In a speculative or systemic mystery, the player first discovers world rules and then uses them to explain an event.

Return of the Obra Dinn ↗

Interviews and question selection

The player chooses conversation topics, asks for details and obtains new investigative leads.

Shadows of Doubt ↗

Contradictions in testimony

The player compares a specific statement with an independent fact and explains why they cannot both hold.

Phoenix Wright: Ace Attorney Trilogy ↗

Information-database search

A discovered word, name or identifier becomes a query that reveals previously unknown parts of the case.

The Operator ↗

Trust and social access

Relationships affect a character’s willingness to share information. Confident behavior alone does not prove truthfulness.

Potionomics ↗

Surveillance and behavioral observation

The player observes a character’s actions in the world and compares them with the claimed routine.

The Operator ↗

Timelines and alibis

The player establishes event order and duration, then checks whether claimed actions can coexist.

The Operator ↗

Scene-action reconstruction

The player reconstructs a sequence of actions from participant positions and traces left behind.

Return of the Obra Dinn ↗

Cause, mechanism and staging

The player separates the observed outcome from its mechanism and later attempts to conceal it.

The Operator ↗

Identity deduction

The player connects an unknown participant to a name or role using several independent clues.

The Operator ↗

Routes and access to locations

The player checks who could move, see, hear or transfer an object within the location’s spatial constraints.

The Operator ↗

Audio-based investigation

The player extracts information from voices, background events and simultaneous conversations.

Unheard - Voices of Crime ↗

Formulating a testable conclusion

The player translates understanding into an answer the game can check. The answer format determines which reasoning can be expressed.

The Case of the Golden Idol ↗

Feedback and hints

These systems support reasoning. Their design affects whether players seek explanations or probe answers through interface feedback.

Phoenix Wright: Ace Attorney Trilogy ↗

Choosing an accusation

The player decides whom to accuse of what, weighing the completeness of an explanation against the risk of error.

Paradise Killer ↗

Reporting and explaining events

The player combines findings into a coherent account and separates established facts from likely and unknown claims.

The Operator ↗

Defending a theory in debate or court

The player answers objections, presents relevant evidence and refines the argument supporting a case.

Phoenix Wright: Ace Attorney Trilogy ↗

Leads and investigation order

Case structure determines which questions and locations are currently available and how new information opens further actions.

Shadows of Doubt ↗

Time, schedules and repetition

A changing world sets conditions for obtaining information. Observation and reading can have different costs in game time.

Unheard - Voices of Crime ↗

Ethical decisions and consequences

After establishing facts, the player chooses an action. A hypothesis’s truth and a decision’s moral evaluation remain distinct.

Paradise Killer ↗

Limited resources and access risk

Action costs make players choose which uncertainty to reduce first. This additional layer is not necessary in every detective game.

The Operator ↗

Procedural cases and a larger mystery

These are ways to organize multiple investigations. Each case needs a checkable causal structure as well as new names.

Shadows of Doubt ↗

Forms of choice

The player chooses a cue, action, attitude or addressee; the game treats the chosen option as the hero's decision.

Slay the Princess — The Pristine Cut ↗

Conditions and consequences of choice

The availability of a decision and its consequences depend on the accumulated wealth, past actions and visible information.

Pillars of Eternity ↗

Conversation and influence

Replies and the way they are delivered change the interlocutor’s position, the flow of the conversation, or the available further actions.

Disco Elysium ↗

Relationships and social connections

Repeated encounters build character relationships, trust, commitment, and shared opportunities.

Potionomics ↗

Time and planning

Limited time is allocated between classes and meetings; The order and timing change the available events.

VA-11 Hall-A: Cyberpunk Bartender Action ↗

Character development and state

The characteristics, skills and internal state of the hero determine the possibilities and consequences of his decisions.

GNOSIA ↗

Spatial exploration

Selecting a location, route, and interactive objects reveals scenes, information, and new activities.

GNOSIA ↗

Items and inventory

Obtaining, selecting, and using items changes the state of the scene and the possibilities for further interaction.

Phoenix Wright: Ace Attorney Trilogy ↗

Investigation and deduction

The collected observations and evidence are linked into a conclusion that reveals a solution or changes the understanding of events.

Shadows of Doubt ↗

Text, knowledge and memory

The information read, the text entered and the memory of what is already known influence the choice and understanding of what is happening.

Doki Doki Literature Club! ↗

Correspondence and digital investigation

Messages, files and digital traces become the material of communication, search and reconstruction of events.

STEINS;GATE ↗

Loops, time and repeat playthroughs

Replays, time loops, and flashbacks change the knowledge available and how you can influence the story.

Slay the Princess — The Pristine Cut ↗

Metamechanics

The rules use saves, the interface, and knowledge of the game itself as part of the game's decision.

Doki Doki Literature Club Plus! ↗

Debate and social deduction

The player compares statements, arguments and behavior of participants to defend a position or reveal a hidden role.

GNOSIA ↗

Indirect choices through activities

The outcome of another activity, such as making a drink, conveys the player's choice and influences the conversation or story.

VA-11 Hall-A: Cyberpunk Bartender Action ↗

Economy and management

Allocation of funds, management of resources, and execution of orders link the narrative to economic decisions.

VA-11 Hall-A: Cyberpunk Bartender Action ↗

Puzzles and execution challenges

Logical tasks and actions for accuracy or time create additional conditions for advancement.

Coffee Talk ↗

Combat, survival and tactics

Combat and tactical decisions tie the story to threats, survival, and resource consumption.

The Banner Saga ↗

Players and audiences

Multiple participants or spectators distribute influence over decisions, information, and the flow of the narrative.

As Dusk Falls ↗

Access and monetization

Access rules determine the opening of chapters, waiting, and resource consumption; commercial restrictions require separate assessment.

Doki Doki Literature Club Plus! ↗

Narrative structures

Connections between scenes, points of view, and paths determine the order in which the story is encountered and the parts of it that are accessible.

Disco Elysium ↗

Reading and navigation functions

Reading, history, saves, and navigation controls help you work with text and find information again.

Doki Doki Literature Club Plus! ↗

Presentation formats

The way text, images, sound and perspective are presented determines how the reader receives information.

Doki Doki Literature Club Plus! ↗

Discovering available actions

Players discover an action that was available from the start and use it to progress.

Baba Is You ↗

Discovering object properties

Players discover a new use for a familiar item. Their understanding changes while the tool’s properties remain the same.

Day of the Tentacle Remastered ↗

Discovering movement rules

Players discover a non-obvious traversal rule and reach new routes without necessarily gaining a character upgrade.

Hollow Knight ↗

Discovering systemic rules

Players infer a consistent rule governing forces or interactions and apply it to new problems.

Portal ↗

Study of creatures and ecosystems

Understanding creature behaviour opens new ways to interact with them and the surrounding space.

Bulletstorm ↗

Discovering ways of perceiving

Players discover how to notice and interpret a previously unclear property of a scene.

Chants of Sennaar ↗

Discovering spatial rules

Players discover unusual connections between areas and revise their model of where a transition leads.

Patrick's Parabox ↗

Discovering temporal rules

Players learn when events occur and how action order changes available opportunities.

Unheard - Voices of Crime ↗

Deciphering languages and symbols

Understanding a language or sign system becomes a tool for reading new places, events and obstacles.

Chants of Sennaar ↗

Deriving Formal Rules

Players infer the condition for correctness from examples and use it to solve the next puzzle.

Hexcells ↗

Social knowledge

Understanding signs, roles or arguments enables social interaction through knowledge rather than just accumulated rank.

Chants of Sennaar ↗

Reinterpreting interfaces and rules

Players reinterpret an interface element or presentation rule as part of the gameplay problem.

There Is No Game: Wrong Dimension ↗

Free play with a toy

Players try actions and observe reactions without a required correct answer.

Townscaper ↗

Substitution and pretend rules

Players agree that an object or action stands for something else and sustain that convention.

Tabletop Simulator ↗

Character care and everyday routines

Players notice a character’s state, choose a care action and observe its result.

Wobbledogs ↗

Dressing and decorating

Players combine appearance and surroundings to suit their own idea, without a single required model.

Pro Gymnast Simulator ↗

Sensory material play

Players explore changes in shape, surface, sound and mixing through physical or digital toys.

Claybook ↗

Surprises and comic reactions

An unusual action combination produces an expressive result to repeat or vary.

Octodad: Dadliest Catch ↗

Matching and correspondence

Players identify objects with a shared property and connect them according to a rule.

Bejeweled® 3 ↗

Discriminating features and signals

Players distinguish colour, shape, sound or another feature and use the difference to choose an action.

The Talos Principle ↗

Sorting and classification

Players distribute objects into groups by selecting or inferring a classification rule.

A Little to the Left ↗

Comparing and ordering

Players compare objects by a chosen property and order them by size, sequence or priority.

Final Fantasy XIV ↗

Memory and recall

The player memorizes information or object positions and recalls them after concealment, a delay or a distracting action.

Human Benchmark ↗

Attention and response inhibition

The player identifies a target signal and acts only when the required condition is met, withholding premature or habitual responses.

Human Benchmark ↗

Order and sequences

Players arrange actions into a sequence whose order affects the result.

Human Resource Machine ↗

Patterns and rules

Players infer a recurring relationship, test it and predict the next element or action.

Hexcells ↗

Assembling a whole from parts

Players assemble a whole from parts or divide an object into pieces with required properties.

A Little to the Left ↗

Spatial orientation

Players determine position, direction and spatial relationships to choose a transformation or route.

Paper Trail ↗

Spatial permutations

Players move elements within constrained space, rearranging them and clearing a route to the goal.

Patrick's Parabox ↗

Navigation and exploration

Players choose routes using landmarks, maps and discovered information, refining their understanding of the space.

Hollow Knight ↗

Construction

Players combine parts into a stable or functional structure and test it against the task’s rules.

Spiritfarer ↗

Physical and mechanical puzzles

Players alter object positions and connections using forces, supports, motion and mechanical properties.

Portal ↗

Precise control and fine movements

The player controls a small movement, touch or stroke. Results depend on position, direction and the allowed precision.

Duolingo ↗

Whole-body movement

Body motion becomes control. Active Arcade uses a phone camera to connect jumps and other movements with on-screen events.

Active Arcade ↗

Tangible and mixed interactions

A physical object, card or tool connects to a digital action. The player manipulates a real-world object and sees the screen result.

MagBoard prototype / Calculator ↗

Rhythm and musical actions

Players repeat, continue or create a rhythm, connecting action timing to musical structure.

Spiritfarer ↗

Hide-and-seek, tag and chase

Players change position, visibility and seeker or runner roles.

Untitled Goose Game ↗

Jumping and crossing obstacles

Players time movement through a short course with a clear retry after a mistake.

The Adventure Pals ↗

Driving and vehicle play

Players control toy vehicles for a journey, delivery or short race.

Horizon Chase Turbo ↗

Causes, consequences and prediction

Players predict an action’s result, test it and refine their understanding of the causal relationship.

Portal ↗

Resources, exchange and economy

Players gather, transform and allocate limited resources, comparing their possible uses.

Factorio ↗

Goals and success conditions

Rules define the goal, permitted actions and an observable sign of successful completion.

Slay the Spire ↗

Mastery and unlocking capabilities

Successful actions unlock tools, levels or ways to play and help players choose their next goal.

Slay the Spire ↗

Constraints, pacing and information

Limits on actions, time and information change available choices and the cost of a decision.

Slay the Spire ↗

Rewards and collections

Points, items and collection entries acknowledge action outcomes and establish further goals.

Vampire Survivors ↗

Agency and identity

Players choose a character, role and personal goals while the world preserves meaningful outcomes.

Pentiment ↗

Turns and available actions

Turns, cards or random tools define available actions; players choose their order and use.

Slay the Spire ↗

Formats and mechanic combinations

A format combines several actions into a shared structure, such as answering a prompt, discussion and voting on results.

Quiplash ↗

Cooperation and distributed tasks

Participants combine different information, actions or resources to reach a shared goal.

Keep Talking and Nobody Explodes ↗

Story, roles and decisions

Players make decisions as a character; the story responds through events, relationships or available actions.

Disco Elysium ↗

Emotions and social perspective

Players compare words, actions and context to understand another character’s state and perspective.

L.A. Noire ↗

Creative expression

Players create images, music, stories or compositions by choosing expressive tools and their own outcome.

Storyteller ↗

Open-ended projects

Players choose their own goal, build a solution from available tools and evaluate it within the resulting system.

Factorio ↗

Competition and mutual choice

Participants compare results, negotiate or choose actions while considering one another’s intentions.

Street Fighter™ 6 ↗

Guessing through questions and clues

One participant knows the answer and another reconstructs it from clues. In Heads Up! friends describe a word the guesser cannot see.

Heads Up! ↗

Modeling and learning support

A model, hint or partly completed action helps the learner start. Support gradually gives way to independent solving.

Duolingo ↗

Feedback and consequences

The game immediately links a response to success, an error or a consequence, helping the learner decide what to change next.

Duolingo ↗

Practice and revisiting material

The learner returns to material, recalls it without the answer and applies it in new examples, with practice spread over time.

Duolingo ↗

Adaptive difficulty

The game adjusts the starting point, challenge or support to the learner’s knowledge and actions, while keeping success criteria clear.

Duolingo ↗

Assessment and self-checking

Assessment reveals prior knowledge and gaps. Self-checking compares work with clear criteria to choose the next learning task.

Duolingo ↗

Transfer and generalization

A familiar rule must be applied to new objects or situations, testing understanding rather than memory of one fixed answer.

Baba Is You ↗

Reflection and self-regulation

The learner sets a goal, monitors the solution and compares the result with the plan, then adjusts the next approach.

Opus Magnum ↗

Finding and checking sources

The learner finds messages, compares independent evidence and checks a source’s origin before accepting a conclusion.

Her Story ↗

Claims and evidence

A claim must be linked to specific evidence and an explanation of why it supports the claim. Contradictions require revising the argument.

Phoenix Wright: Ace Attorney Trilogy ↗

Concept maps

The learner connects concepts with labeled relationships. Each link expresses a checkable claim, and the map helps explain the topic.

CmapTools ↗

Using documentation during a task

The needed rule is in a reference or manual. The learner finds it and applies it to the current practical task.

Hacknet ↗

Peer review

A peer checks another solution against criteria, explains feedback and suggests a fix. The author revises the result and checks the change.

GitHub / Visual Studio Code ↗

Work-procedure simulation

The learner performs a work procedure in a model, checking conditions, selecting tools and evaluating each step.

Car Mechanic Simulator 2021 ↗

Dialogue practice

The learner solves a task through conversation, listening, replying and checking understanding, then reviewing the outcome.

Duolingo ↗

Laboratory and experiment log

The learner links a hypothesis, experiment settings, measurement and a recorded result so an experiment can be repeated and compared.

The Operator ↗

Distributed expertise

Participants have different information or tools and must explain their part and combine knowledge to complete a shared task.

Keep Talking and Nobody Explodes ↗

A project for a client

The learner turns a client request into criteria, creates a result and verifies that it meets the requirements.

PC Building Simulator ↗

Choice and response

The learner selects an answer from options, testing understanding of a meaning, rule or appropriate action.

Duolingo ↗

Logical inference

The learner derives an answer from constraints, checks consistency and rules out contradictory options.

Hexcells ↗

Constraints and grids

The learner fills a grid or places objects while satisfying all constraints at once.

Hexcells ↗

Codes and representations

The learner maps symbols to meanings and translates a message into another representation.

Chants of Sennaar ↗

Algorithms and programming

The learner builds an algorithm from commands, runs it and checks the executor’s behavior on input data.

Human Resource Machine ↗

Diagnosis and debugging

The learner finds a mismatch between expected and actual behavior, identifies its cause and tests a correction.

Opus Magnum ↗

Quantity and number relationships

The learner works with quantity, order and numerical relationships by counting, comparing and finding equivalent groups.

2048 ↗

Arithmetic transformations

Numbers or object groups change according to an arithmetic rule. The learner predicts and checks the operation’s result.

2048 ↗

Experiment and inquiry

The learner asks a question, changes conditions and tests a hypothesis through observation, drawing conclusions from the result.

The Operator ↗

Measurement and estimation

The learner chooses a quantity, reads an instrument and compares the result with an estimate or acceptable range.

PC Building Simulator ↗

Planning and optimization

The learner plans several actions under constraints and compares ways to reach a goal using an explicit criterion.

Sid Meier’s Civilization® VI ↗

Simulation and system management

The learner manages interdependent model parameters. Changing one affects the system’s state and later decisions.

Wobbledogs ↗

Data, tables and charts

The learner collects observations, represents them in a table or chart and uses differences, trends and relationships to solve a task.

Mini Metro ↗

Probability and risk

The learner predicts random outcomes, compares risks and revises a decision after seeing the result.

Dicey Dungeons ↗

Vocabulary and meaning

The learner links a word to a meaning, object or action and uses it in an appropriate context.

Duolingo ↗

Speech and dialogue

The learner listens, formulates a response and takes conversational turns, relying on understanding and expressing meaning.

Duolingo ↗

Speech sounds and phonology

The learner distinguishes speech sounds, compares pronunciations and identifies a sound in a word or sequence.

Duolingo ↗

Reading, writing and symbols

The learner recognizes written symbols, links them with sounds and reproduces them in reading or writing.

Duolingo ↗

Reading comprehension

The learner extracts information from text, relates its parts and selects a conclusion supported by the reading.

Duolingo ↗

Grammar and sentence construction

The learner builds an utterance from words and checks order, agreement and the relationship between form and meaning.

Duolingo ↗

Subject knowledge and rules

The learner recognizes object features and applies a subject-specific rule to a concrete situation.

Subnautica ↗

Foreign-language learning

The learner links meaning, pronunciation and spelling in another language and applies them in a meaningful context.

Duolingo ↗

Explaining and teaching others

The learner explains a solution to another participant, identifying the rule and checking the listener’s understanding.

Keep Talking and Nobody Explodes ↗

Creativity and Personalization

The image becomes an independent result or appearance of the game object.

Chicory: A Colorful Tale ↗

Precision and reproduction

The game checks whether a stroke, shape or design matches a given pattern.

Duolingo ↗

Completion and restoration

The player complements, corrects or transforms an existing drawing.

Chicory: A Colorful Tale ↗

Paint color and behavior

The game takes into account the area, color, layers or physical behavior of the applied material.

Chicory: A Colorful Tale ↗

Line as a logical solution

The solution is the geometric or topological properties of the drawn line.

LYNE ↗

Drawing as a physical object

The form turns into a body or structure that participates in the simulation.

Crayon Physics Deluxe ↗

Drawing as a route and control

The line defines the movement of a creature, vehicle, projectile or performer.

Line Rider ↗

Networks, flows and connections

What is important is not the recognition of the drawing, but what exactly the strokes connect.

Mini Metro ↗

Changing World Properties

A paint or stroke changes the rules of behavior of an existing surface or object.

Chicory: A Colorful Tale ↗

Capturing and dividing space

A drawn boundary changes the ownership, accessibility, or state of an area.

QIX ↗

Combat and defense with strokes

The position, direction or completion of the line directly determines the combat action.

ŌKAMI HD ↗

Signs, magic and recognition

The game interprets what is drawn as a sign, an object, or a sequence of commands.

Draw a Stickman: EPIC 2 ↗

Information, visibility and exploration

The stroke helps to see, record, or interpret information about the game world.

The Unfinished Swan ↗

Communication and conveying meaning

A drawing conveys a concept, story, instruction, or attitude to another participant or game character.

Drawful 2 ↗

Deception, Hidden Role, and Attribution

The drawing is used as evidence, disguise or a means of misleading.

The Jackbox Party Pack 6 ↗

Collaborative and competitive creation

A drawing arises as a result of the interaction of several participants.

Scribble It! ↗

Animation, sound and time

Strokes indicate changes in an image or process over time.

Krita ↗

Commissions and the artist’s economy

The drawing is included in the cycle of requirements, evaluation, sales and development.

Passpartout: The Starving Artist ↗

Revealing properties of a scene

The game tool reveals a new feature of the scene; the player selects an observation point, compares the results and draws his own conclusion.

Deus Ex: Mankind Divided (2016) ↗

Short loops and feedback

A short sequence of actions and clear feedback makes results easy to understand. Quick retries support continued play.

2048 ↗

Mastery and overcoming challenges

A clear challenge and growing skill can sustain interest. Wanting to improve a result does not by itself imply addiction.

Celeste ↗

Progression and new possibilities

Progression unlocks new actions and creates a sequence of attainable goals. The player can see what their effort changed.

Slay the Spire ↗

Goals and visible remaining progress

A meter, list or collection shows completed and remaining progress. The visible remainder helps direct the next action.

Hollow Knight ↗

Reward timing and schedules

Rewards depend on time, action counts or reset periods. These rules shape expectations and the rhythm of returning.

Final Fantasy XIV ↗

Randomness and anticipation

Uncertain outcomes change anticipation and risk choices. Attempt cost, probability transparency and loss limits matter.

Dicey Dungeons ↗

Loot and collecting

Loot fills a set of items and creates long-term goals. Rarity and an incomplete collection affect the value of the next find.

Vampire Survivors ↗

Accumulation and economic loops

Repeated earning and spending links present activity to future opportunities. Accumulation changes the choices available.

Cookie Clicker ↗

Exploration and narrative curiosity

An unknown area, event or open story question motivates seeking more information. A discovery should deepen understanding of the world.

Hollow Knight ↗

Creativity and personal meaning

A personal drawing, character or construction makes the result meaningful. Expressing an idea can support interest.

Chicory: A Colorful Tale ↗

Social belonging

A shared group, cooperation and lasting connections create reasons to return to other participants.

Shop Titans ↗

Competition and recognition

Results, records and recognition create additional goals. Players see progress relative to others or their earlier performance.

Pro Gymnast ↗

Group obligations

Shared goals create group expectations. Missing play can feel obligatory when it affects others or becomes public.

Shop Titans ↗

Habits and calendar-based return

Daily tasks, streaks and reminders connect returning with the calendar. Players may experience this as support or obligation.

Duolingo ↗

Limited availability and FOMO

A reward or event is available for a limited period. Fear of missing out may prompt returning even without a current desire to play.

Final Fantasy XIV ↗

Losses and invested effort

Potential progress loss and past effort can influence continued play. Past investment does not automatically make future costs worthwhile.

Slay the Spire ↗

Extending a play session

Continuous events, new tasks and unclear pauses can make a session harder to end.

Vampire Survivors ↗

Selling relief from limitations

Paid access removes a limitation or provides an advantage. Evaluation depends on transparent terms and voluntary spending.

Duolingo ↗

Recurring spending mechanics

Subscriptions, currency purchases or consumables create repeat spending. Players need clear prices, billing intervals and cancellation terms.

Duolingo ↗

Reminders and returning to an app

Reminders and interface prompts invite a return. Their effect depends on timing, wording, controls and the ability to opt out.

Duolingo ↗

Handling the device

The player holds and aims a device at an object to act in the game world. The tool’s placement affects the information available.

Subnautica ↗

Power and startup

The player controls power and startup, turns a device on, checks its state and diagnoses a failure to start.

PC Building Simulator ↗

Input and interface control

Buttons, switches and other screen elements turn player input into device commands.

Keep Talking and Nobody Explodes ↗

Operating system and programs

An in-game device has a desktop, applications and windows. The player solves tasks by switching between programs.

Doki Doki Literature Club Plus! ↗

Personal tools

A personal device extends the character’s abilities by storing information, scanning surroundings or supporting a specialized task.

Subnautica ↗

Shopping, money and services

A digital interface provides purchases, bills and services. Choices connect to prices, balances and obligations in the game economy.

PC Building Simulator ↗

Work and administrative systems

A workplace system models a professional task such as recordkeeping, search, request processing or a decision based on a record.

The Operator ↗

Navigation and augmented reality

Maps, coordinates and routes link digital information to locations, supporting navigation or checking whether travel was possible.

The Operator ↗

Measurements and detection

An instrument turns an invisible property or signal into a reading. The player aims it, obtains a result and interprets the finding.

Subnautica ↗

Surveillance and security

Cameras and surveillance systems show remote locations. The player monitors changes and uses the observations to solve a task.

The Operator ↗

Controlling external objects

A digital panel controls external objects by assigning a route, mode or command. The player checks the outcome in the world.

Mini Metro ↗

Sabotage and use in the environment

The player disables, damages or reconfigures a device to change conditions in the environment.

Tom Clancy’s Splinter Cell ↗

Access and authentication

Access to a device or data depends on identity, permissions, a password or a pass. A denial constrains actions and creates a new goal.

The Operator ↗

Finding and retrieving information

The player queries a digital store of records, using filters, keywords and comparison to find relevant information.

The Operator ↗

Files and storage

Files and folders become game objects that can be opened, searched, moved or deleted to solve a task.

Orwell: Keeping an Eye On You ↗

Creating and editing content

The player creates or edits digital material with software tools. The result can be saved and influence later play.

Draw a Stickman: EPIC 2 ↗

Browser and Internet

An in-game browser opens websites, posts and links. The player explores the network as a connected information space.

Orwell: Keeping an Eye On You ↗

Photography, recording and scanning

The player captures an image, recording or scan and uses it as an action result or a source of information.

Car Mechanic Simulator 2021 ↗

Media playback and analysis

A device plays a recording that can be replayed and analyzed. A detail within the media becomes part of the solution.

Her Story ↗

Digital Investigation

The player reconstructs an event using digital records, timestamps, routes and connections between data.

The Operator ↗

Data transfer and synchronization

The player transfers a file or message between devices, selecting data, direction and transfer conditions.

Hacknet ↗

Calls and voice communication

A device connects speakers over a voice channel. The player starts a call, listens, responds and ends the connection.

Duolingo ↗

Messages and correspondence

Digital messages convey information and change relationships. Message content and sending time can have consequences.

Emily is Away ↗

Social networks and public identity

A profile combines a participant’s name, appearance and public connections. The player manages how others see them.

Duolingo ↗

Networks and radio channels

A device receives or transmits over a network, frequency or radio channel. Channel selection determines the available information.

Hacknet ↗

Programming and automation

The player writes commands or a program so a device performs repeatable work. Checking the result helps debug the algorithm.

Human Resource Machine ↗

Infiltration and hacking

The player overcomes digital security within the game’s model by inspecting a system, opening a vulnerable route and gaining access.

Hacknet ↗

Security and digital footprints

Actions leave logs and other digital traces. The player protects data, detects intrusion or conceals activity.

Hacknet ↗

Assembly, repair and improvement

The player assembles compatible components, diagnoses a fault or improves a device’s specifications.

PC Building Simulator ↗

Mini-games inside devices

A device’s screen or panel contains a self-contained challenge with local rules and success conditions.

Keep Talking and Nobody Explodes ↗

Screen Borders and Meta Interaction

Files, windows or a desktop connect the story to the boundary of the game screen. Interface actions become part of the narrative.

Doki Doki Literature Club Plus! ↗

Resources, attention and danger

Using a device demands attention and may distract from threats. The player decides when information is worth the risk.

Alien: Isolation ↗

Cooperation and opposition

Participants use devices with different information or capabilities. Success depends on communication and coordination.

Keep Talking and Nobody Explodes ↗

Direct voice commands

The player speaks a command specifying an action and target. The game recognizes the intent, executes the order and shows the result.

There Came an Echo ↗

Dialogue with game characters

The player speaks a line or question, listens to a character’s response and receives information or consequences.

Duolingo ↗

Commanding and delegation

A spoken order assigns a goal to other characters or agents. The player allocates tasks, selects executors and coordinates timing.

There Came an Echo ↗

Verbal and language challenges

The player produces an utterance satisfying a linguistic, semantic or logical constraint.

Duolingo ↗

Negotiation, persuasion and deception

A spoken line’s content is used to influence another speaker. The player considers their knowledge, goals and possible response.

Vaudeville ↗

Sound-source localization

The player locates a source and its movement through spatial sound. Estimating its position helps select an action.

Blind Drive ↗

Navigation and spatial memory

Audio landmarks help build a spatial model, remember a route and guide a character or another participant to a goal.

Blind Drive ↗

Recognizing by sound

The player identifies an object, word, action or state through sound features and selects a matching response.

Duolingo ↗

Reaction, timing and prediction

The player recognizes a sound cue and acts at the right moment. Repeating patterns allow anticipation of the next cue.

One Hand Clapping - OHC ↗

Selective auditory attention

The player picks out a relevant stream among competing sounds, such as a threat, speech or task cue, to choose the next action.

Blind Drive ↗

Auditory memory

The player remembers heard material and reproduces or transforms its sequence according to a rule.

Duolingo ↗

Loudness and sound intensity

Sound level controls an action. Quiet and loud voices can select different modes, speeds or movement magnitudes.

Scream Go Hero ↗

Duration, tempo and pauses

Rules consider sound onset, duration and gaps. Performance must match the required timing pattern.

One Hand Clapping - OHC ↗

Pitch and melodic contour

The player produces a target pitch or follows a pitch contour. The interface shows deviation from the target.

GuitarTuna: Tune & Play Guitar ↗

Nonverbal microphone sounds

A microphone can receive a clap, hum, click or another nonverbal sound. Rules map its features to an action.

Scream Go Hero ↗

Timbre, articulation and imitation

Sound shape matters: spectral content, articulation or a recognizable acoustic pattern. Loudness or pitch alone is not enough.

phyphox ↗

Singing and musical performance

The player performs music by matching pitch, duration and rhythm to a model or an assigned part.

Simply Sing: My Singing App ↗

Recording, editing and playback

The player records, selects or transforms sound. The result serves as a message, evidence or part of a creative task.

Dolby On: Record Audio & Video ↗

Controlling audibility

The player changes action audibility, creates distracting noise or uses silence. Enemies respond to the sound cues available to them.

Mark of the Ninja: Remastered ↗

Sound emission and echolocation

An app emits sound and analyzes reflections. Signal delay and shape help estimate distance or properties of the environment.

phyphox ↗

Investigation through recordings

The player compares spoken testimony and background sounds to reconstruct an event or test a hypothesis.

Her Story ↗

Audio codes and hidden messages

The player discovers a coding rule and translates a sound sequence into a message, command or device setting.

Keep Talking and Nobody Explodes ↗

Music changes the game world

Musical relationships or performance change the environment by creating a route, activating an object or transforming an obstacle.

One Hand Clapping - OHC ↗

Cooperative spoken problem-solving

Participants verbally share different information. The task requires clear explanation and checking understanding.

Keep Talking and Nobody Explodes ↗

Communication under channel limits

A rule limits audibility, vocabulary, time or message count. Players must still communicate enough information to act.

Keep Talking and Nobody Explodes ↗

Player roles, persuasion and deception

Participants discuss evidence, interpret statements and influence others’ decisions within assigned game roles.

Among Us ↗

Cooperative and competitive singing

Players coordinate parts or compare performances. The system considers individual contributions and shared musical relationships.

Smule: Sing, Duet & Record ↗

Taps and selection

A short tap selects an object or starts a command. Pokémon Smile uses a large start button and separate icons for other sections.

Pokémon Smile ↗

Hold and release

Holding after movement activates another mode. In Procreate Pocket a drawn outline snaps into a clean shape when the finger stays on the canvas.

Procreate Pocket ↗

Tempo, rhythm and sequences

Taps set a sequence’s rhythm and tempo. In Magic Piano illuminated notes guide the player through a musical phrase.

Magic Piano: game by Smule ↗

Dragging and placement

Touch grabs an element, movement drags it and release places it. Procreate Pocket uses dragging to reorder layers.

Procreate Pocket ↗

Swipes, jerks and throws

A quick directional stroke defines an action. In Fruit Ninja the finger path becomes a cut that can hit several fruit in one swipe.

Fruit Ninja Classic ↗

Drawing and Path Geometry

A drawn path becomes a motion rule. In Blek the line repeats its pattern, collecting coloured circles while avoiding black obstacles.

Blek ↗

Surface interactions

Moving across a region changes its contents. In Procreate Pocket the same gesture paints, smudges or erases according to the selected tool.

Procreate Pocket ↗

Continuous Control

Finger position continuously sets a value. Procreate Pocket’s vertical slider changes brush size; moving sideways increases adjustment precision.

Procreate Pocket ↗

Multi-touch geometry

Two contacts set scale and rotation. In Procreate Pocket fingers zoom the canvas and rotate it to a comfortable drawing angle.

Procreate Pocket ↗

Multi-touch coordination

Contacts independently control parts of an object. Touchgrind Skate 2 uses two fingers on a virtual board much like a physical fingerboard.

Touchgrind Skate 2 ↗

Contact restrictions

The rule requires contacts to stay in specific places. In Bounden two players keep thumbs at opposite screen ends while following the device’s path.

Bounden ↗

Context, space and cooperative play

One screen distributes roles between participants. In Bounden each holds one end of a phone and rotating it together becomes a dance.

Bounden ↗

Pressure, contact geometry and stylus

Hardware pressure input requires a compatible sensor. On devices without 3D Touch, Procreate Pocket substitutes an on-screen brush-pressure slider.

Procreate Pocket ↗

Tactile feedback

A brief tactile cue confirms a state change. In Procreate Pocket holding the lower slider switches its mode and produces haptic feedback.

Procreate Pocket ↗

Combinations with phone functions

Touch works with another phone input channel. In One Hand Clapping character movement combines with a voice that changes the musical environment.

One Hand Clapping - OHC ↗

Hovering and pointer presence

The pointer triggers a response without clicking: a highlight, tooltip or dwell action. Into the Breach explains a tile when hovered.

Into the Breach ↗

Clicks and button sequences

A mouse-button press triggers a command. Rules can consider the target, click count, order and interval between clicks.

Human Benchmark ↗

Hold and release

Pressing starts an action, holding changes its parameter and releasing completes it. Mini-golf uses this for preparing and taking a shot.

Golf With Your Friends ↗

Wheel and scrolling

The wheel scrolls or changes a parameter. In Preview scrolling moves the visible document region and helps navigate a long PDF.

Preview (macOS) ↗

Combinations and modes

A button combination or selected mode changes the next click’s meaning. Day of the Tentacle applies an item through a selected verb.

Day of the Tentacle Remastered ↗

Pointing and target selection

The cursor identifies the object an action applies to. A game may check one target, a group or a sequence.

Human Benchmark ↗

Grabbing and dragging

Pressing grabs an object or connection, movement sets its new position and release completes the move or change.

Mini Metro ↗

Parameters and geometry

Pointer displacement becomes an angle, size or another value. In The Room movement sets the position of a combination mechanism’s parts.

The Room ↗

Mouse paths and gestures

Rules consider the cursor’s path, shape, direction and sequence. Identical endpoints may lead to different results.

Duolingo ↗

Pointing precision

The player aligns the pointer with a target or acts within defined boundaries. Target size and sensitivity affect difficulty.

Duolingo ↗

Timing, rhythm and reaction

A click’s result depends on its timing. Human Benchmark asks the player to wait for green and respond as quickly as possible.

Human Benchmark ↗

Aiming and Combat

Mouse movement sets the view or aim direction while a button triggers an attack. The player combines aiming, movement and shot timing.

Counter-Strike 2 ↗

Moving and Camera

The pointer selects a destination or moves the camera. In Machinarium clicking an accessible part of the scene directs the character there.

Machinarium ↗

Physical objects and tools

Mouse movement represents a hand or tool. In The Room the player directly moves and turns an object’s parts.

The Room ↗

Single key events

Pressing, holding and releasing a key have different roles. A jump key, for example, starts movement and can affect its height.

Celeste ↗

Repetition and input rate

A series of separate key presses produces repeated actions. In Crypt of the NecroDancer every new step must be timed to another musical beat.

Crypt of the NecroDancer ↗

Time and rhythm

A key press is compared with a timing window. Crypt of the NecroDancer requires movement and attacks to follow the musical beat.

Crypt of the NecroDancer ↗

Simultaneous presses

Several keys held together form one command. PowerToys can replace one shortcut with another while preserving the intended action.

PowerToys Keyboard Manager ↗

Sequences and grammars

Ordered key presses form a command with its own grammar. In Hacknet a terminal line is typed first and then submitted for execution.

Hacknet ↗

Directions and continuous control

Directional keys maintain movement while held. The game defines speed, acceleration and how opposing directions interact.

Celeste ↗

Modes and assignment of keys

A key’s assignment changes through settings or context. PowerToys can swap A and B without changing the keyboard’s physical labels.

PowerToys Keyboard Manager ↗

Keyboard as a spatial surface

Key positions become a map of actions. The announced Keyboard Sports builds its game space around the whole keyboard.

Keyboard Sports - Saving QWERTY (announced) ↗

Hand-finger coordination

Different keys independently control parts of a system. QWOP maps Q/W and O/P to thighs and calves, requiring the player to coordinate movement.

QWOP ↗

Keyboard as a physical object

Physical key shapes and labels become puzzle material. The announced Keyboard Sports connects a request to sit down with the long Space key.

Keyboard Sports - Saving QWERTY (announced) ↗

Typed text as an action

A game uses entered text such as a word, command or message, accounting for keyboard layout and the text-input method.

Hacknet ↗

Text constraints and rules

Entered text must satisfy constraints such as allowed words, command syntax, a transformation or the meaning of a response.

Hacknet ↗

Inactivity and input constraints

The absence of a key press also has consequences. In Crypt of the NecroDancer missing a musical beat does not stop enemy movement.

Crypt of the NecroDancer ↗

Navigation and selection

Keys move focus or select an item directly. In NetHack item letters let keyboard commands address particular inventory entries.

NetHack (menucolors) ↗

Editing and commands

The keyboard edits a document or program, invokes commands and combines actions into repeatable sequences.

GitHub / Visual Studio Code ↗

Cooperative and competitive play

Players receive separate areas of one keyboard. Overcooked! 2 supports splitting a computer keyboard between two local players.

Overcooked! 2 ↗

Analog Keys and Sensors

A specialised keyboard reports key travel as an analog value. Wootility maps millimetres of travel to controller output through a response curve.

Wootility 5.4.2 (demo) ↗

Light and physical feedback

Lighting becomes an output channel. Wootility’s demo shows a colour map; game cues additionally require a link to the game state.

Wootility 5.4.2 (demo) ↗

Hybrids and embedded controllers

Keys combine with another controller. In AudioSwift the keyboard triggers notes while the trackpad changes synthesizer parameters.

AudioSwift ↗

Accessible control schemes

Remapping preserves an action under a different motor input scheme. PowerToys lets the user choose a more convenient key in place of the original.

PowerToys Keyboard Manager ↗

Memory, attention and learning

Typing becomes a task involving memory, attention or command comprehension. In Hacknet the player applies terminal syntax to the current problem.

Hacknet ↗

Pointing and control

Finger motion becomes pointer motion. macOS configures tracking speed separately from click force and multi-finger gestures.

macOS Trackpad settings ↗

Touches and clicks

A tap or physical press triggers a command. macOS separately enables tap-to-click and configures a two-finger secondary click.

macOS Trackpad settings ↗

Hold and release

Touch starts a note and release can end it. AudioSwift’s separate sustain mode can retain the sound after finger contact ends.

AudioSwift ↗

Dragging and grabbing

Grabbing links the pointer to an object and release completes the drag. In Mini Metro dragging builds a line between stations.

Mini Metro ↗

Scrolling and timelines

Two-finger scrolling moves through a document without changing its scale. Preview uses this to navigate PDF pages and thumbnails.

Preview (macOS) ↗

Directions and trajectories

A motion trace defines path geometry. Pointer dragging lets a trackpad draw the lines that form a course in Line Rider.

Line Rider ↗

Multiple Contact Geometry

Finger separation changes scale. Pinching zooms a document in Preview; the app may receive a recognised gesture instead of two contact coordinates.

Preview (macOS) ↗

Chords, roles and sequences

Multiple contacts receive independent roles. AudioSwift maps trackpad zones to notes, letting contacts combine into musical actions.

AudioSwift ↗

Zones and virtual controls

The surface is divided into virtual controls. In AudioSwift separate vertical zones change Expression, Dynamics, Reverb and Release.

AudioSwift ↗

Pressure and force

Force Touch measures force and distinguishes a click from a firmer press. macOS exposes click-force settings only for compatible trackpads.

macOS Trackpad settings ↗

Composite control schemes

Channels receive distinct roles in one task. AudioSwift’s demo plays notes on a keyboard while a trackpad controls a two-dimensional synth parameter.

AudioSwift ↗

Tilt and continuous control

Phone tilt produces continuous movement. In Tilt to Live the player steers a white arrow between dangerous dots and useful pickups.

Tilt to Live ↗

Positions and discrete commands

Moving into a defined orientation triggers a discrete command. In Heads Up! tilting down marks a correct answer and tilting up passes the word.

Heads Up! ↗

Thrusts, swings and stops

A jerk is detected through an acceleration peak and event duration. phyphox shows the raw signal; the game defines its recognition rule separately.

phyphox ↗

Shaking, repetition and rhythm

Phone movements become rhythmic input. Just Dance Controller’s handheld mode uses a smartphone held in the dancer’s right hand.

Just Dance Controller ↗

Stillness, balance and precision

The player reduces deviation from a target orientation. RIDGID Level’s central indicator shows how closely the phone is levelled.

RIDGID Level ↗

Physical models and materials

Tilt gains a physical meaning: a ball rolls over a virtual surface. Labyrinth 2 adds walls, holes and other obstacles to the route.

Labyrinth 2 ↗

Phone as a tool or prop

The phone becomes a prop with a familiar physical gesture. In iBeer it is tilted like a glass and the virtual liquid responds to movement.

iBeer - Drink from your phone ↗

Rotation and spatial interactions

Phone rotation controls a direction in virtual space. In Bounden players move a shared device to guide a marker through a sequence of rings.

Bounden ↗

Body movement and device context

A system estimate of movement becomes an activity counter. Pedometer++ displays estimated steps and how they vary across days.

Pedometer++ ↗

Combined gestures and input channels

Touch establishes intent while movement changes a game parameter. In Bounden both players retain screen contact while rotating the phone together.

Bounden ↗

Co-op play and multiple devices

Players take different roles: one holds the phone and others give clues. Heads Up! hides the word from its holder and accepts a tilt to confirm it.

Heads Up! ↗

Interfaces, creativity and learning

Orientation data supports a practical task. RIDGID Level overlays a virtual level on the camera image for comparison with the real scene.

RIDGID Level ↗

Framing and visual attention

The player aims the camera and frames a target. Seeing AI helps align a document for reading; image position does not establish room coordinates.

Seeing AI ↗

Capture timing and recording modes

Pressing the shutter or starting recording creates an event. Stop Motion Studio builds motion from a sequence of individually captured frames.

Stop Motion Studio ↗

Optics and camera settings

Camera settings change image capture. In the Halide Mark II interface, manual focus sets the distance; available controls depend on the camera.

Halide (Mark II gallery) ↗

Light, color and shadows

A game extracts brightness or color from the image. phyphox shows a camera preview and brightness estimate; autoexposure complicates uncalibrated comparisons.

phyphox ↗

Physical manipulation of the image

A mirror or filter changes the light path into the lens. Osmo’s red reflector directs the camera toward the table, using compatible base hardware and pieces.

Osmo Tangram ↗

Motion in the image plane

Frames become movement directions and paths. Active Arcade reads player motion through the camera; the phone needs a stable position and a clear body view.

Active Arcade ↗

Objects, signs and relationships

The camera recognizes supported object classes. Seeing AI has a dedicated currency mode; it does not identify every object or material.

Seeing AI ↗

Text, pictures and machine codes

The camera turns visible symbols into data. Seeing AI’s Product mode uses audio guidance to help aim the camera at a product barcode.

Seeing AI ↗

Paper, cards and tabletop objects

The player rearranges physical pieces and the camera reads them. Osmo Tangram matches tabletop shapes to onscreen puzzles, using its base and compatible pieces.

Osmo Tangram ↗

Face and head position

Head position controls a pointer. iOS Head Tracking uses the camera for pointer motion and dwell for actions; it does not establish identity.

Head Tracking (iOS) ↗

Eyes, mouth and facial actions

A visible facial action becomes a command. iOS Head Tracking can map eyebrow raises or an open mouth to actions; facial shape does not prove emotion.

Head Tracking (iOS) ↗

Hands, fingers and hand gestures

The camera estimates hand and finger positions. MediaPipe provides hand landmarks; gesture rules must handle occlusion and tracking loss.

MediaPipe Hand Landmarker ↗

Posture, body movement and active play

Body pose and motion replace buttons. In Active Arcade the player moves in front of the phone camera to interact with onscreen targets.

Active Arcade ↗

Silhouette, masks and segmentation

Segmentation separates a person’s image area from the background. MediaPipe shows a portrait and its mask; image overlap does not establish 3D contact.

MediaPipe Image Segmenter ↗

AR: surfaces and spatial geometry

Scanning links images to spatial geometry. Polycam builds room models; the method, hardware requirements and accuracy depend on mode and device.

Polycam 3D Scanner & Modeling ↗

AR: viewpoint and observation rules

The player changes viewpoint and aims at spatial targets. Measure requires aligning the pointer with object points; its measurements are approximate.

Measure (iOS) ↗

Filming as game content creation

Captured images become creative material. Stop Motion Studio turns individual frames into an editable animation sequence.

Stop Motion Studio ↗

Time, video memory and state comparison

A frame sequence preserves a scene’s history. Stop Motion Studio’s timeline lets the creator compare motion stages and revisit individual captures.

Stop Motion Studio ↗

Multiple cameras and video calling

Cameras connect participants in a video session. Google Meet shows multiple callers; video calling alone does not synchronize an AR scene’s coordinates.

Google Meet ↗

World search and visual tasks

Search, capture and recognition form a task. Seek offers wildlife challenges and badges; this screenshot shows a historical challenge from 2020.

Seek by iNaturalist ↗

Combining camera input

Camera input combines with other channels. RIDGID Level overlays a tilt indicator on the camera view.

RIDGID Level ↗

Loudness and dynamics

Input sound level selects an action or its magnitude. After sensitivity calibration, the app distinguishes silence, quiet sound and a stronger signal.

Scream Go Hero ↗

Timing, rhythm and pauses

An app uses sound onset, duration and gaps. The player sustains a voice input or reproduces a required event sequence.

One Hand Clapping - OHC ↗

Pitch

The microphone captures sound and the app estimates its fundamental frequency. The player adjusts a voice or instrument to a note or contour.

GuitarTuna: Tune & Play Guitar ↗

Timbre and articulation

Spectral structure, onset and articulation can distinguish sound forms. The shown spectrum makes input-signal features observable.

phyphox ↗

Blowing and breathing

Blowing creates noise at the microphone and changes the app’s state. A virtual candle can be extinguished or lit by blowing.

Candle - Ultra Real Blow Out ↗

Spoken commands

The microphone receives a spoken command. The app recognizes its action and parameters, then confirms execution so the result can be checked.

Siri (iOS 5) ↗

Speech meaning and language rules

An app accepts a spoken response and checks meaning or language form. The content matters rather than the mere presence of sound.

Duolingo ↗

Musical performance

The phone receives singing or instrument sound and compares the performance with notes, rhythm or another participant’s part.

Simply Sing: My Singing App ↗

Body and object sounds

Claps, clicks or taps can become game input. Event recognition uses temporal and spectral sound features.

phyphox ↗

Contact with the phone and microphone

In a design scenario, tapping or touching the case creates a microphone impulse. A rule maps that signal to an action.

Scream Go Hero ↗

Recognizing external sound

An app identifies an external acoustic event or recording through signal features. The result informs the next action.

Shazam: Find Music & Concerts ↗

Background and acoustic environment

An app accounts for background noise and isolates useful sound. A scenario can use the environment to adjust thresholds, audibility or processing.

Dolby On: Record Audio & Video ↗

Position and multiple microphones

Acoustic signals can help locate a source or obstacle. Phone movement and additional channels can expand the observations.

phyphox ↗

Speaker and microphone as a probe

The phone emits a sound pulse and records its reflection. Return-signal delay is used to estimate obstacle distance.

phyphox ↗

Recordings as game material

Microphone audio is saved, edited or replayed. A game rule uses the recording as a task object.

Dolby On: Record Audio & Video ↗

Acoustic codes and data exchange

A sound sequence carries an encoded message. The microphone receives it, and a decoder translates temporal or frequency patterns into data.

Morse-It ↗

Multiple players and communication

The microphone captures a participant’s voice for shared performance or communication. Roles, turn-taking and coordination shape the result.

Smule: Sing, Duet & Record ↗

Combining input methods

Voice or other sound combines with touch, motion or a button. Each channel has a distinct role in the combined action.

One Hand Clapping - OHC ↗

Buttons, gestures and interfaces

A brief tactile cue confirms an interface action. In Procreate Pocket holding a slider switches its mode and produces haptic feedback.

Procreate Pocket ↗

Search, space and direction

Position in a virtual field changes tactile output. In HapticPalette the Y axis sets intensity and the X axis sets pattern sharpness.

HapticPalette (Apple sample) ↗

Timing, rhythm and reaction

Pulse times and pauses define rhythm. Haptrix places individual haptic events on a timeline to create a distinguishable sequence.

Haptrix ↗

Precision through haptic feedback

Continuous tactile feedback makes input states distinguishable. In HapticPalette finger movement immediately changes vibration intensity and sharpness.

HapticPalette (Apple sample) ↗

Combat, action and sports

An impact can be confirmed with a brief pulse. The HapticBounce sample links haptic strength to the ball’s collision speed at a boundary.

HapticBounce (Apple sample) ↗

Vehicles, machines and physics

The tactile signal follows a physics model. HapticBounce produces stronger feedback when the ball hits the screen edge faster.

HapticBounce (Apple sample) ↗

Materials, tools and objects

Vibration character suggests an object or material. HapticPalette lets users compare dull and crisp feedback under different parameters.

HapticPalette (Apple sample) ↗

Puzzles, codes and learning

Design scenario: a vibration sequence becomes a code to remember and repeat. Haptrix shows separate pulses on a timeline.

Haptrix ↗

Stealth, danger and horror

Design scenario: a growing tactile pattern signals increasing danger. Haptrix provides intensity and envelope controls for such a cue.

Haptrix ↗

Narrative and presence

Design scenario: a recognisable tactile motif accompanies a scene. Haptrix lets a designer set the duration and build-up of that signal.

Haptrix ↗

Shared cues and commands

In the VibeComm prototype vibrations carry a command through a shared surface. Phones receive it through accelerometers and change their screens together.

VibeComm (research prototype) ↗

Movement, sensors and AR

A sensor supplies input and the motor reports the result. In HapticBounce tilt moves a ball and its collisions produce haptic feedback.

HapticBounce (Apple sample) ↗

Accessibility without looking

Tactile confirmation supports control without looking. Blind Drive relies on sound and includes haptic effects designed for its mobile version.

Blind Drive ↗

Everyday tasks

A short cue makes state changes noticeable without constant visual checking. Procreate Pocket uses it to confirm a slider’s mode change.

Procreate Pocket ↗

Creativity and rhythm

A musical phrase becomes a basis for a tactile pattern. Haptrix can add pulses at detected beats while importing audio.

Haptrix ↗

Research and hardware extensions

GripSense uses a motor and gyroscope to estimate pressure indirectly. This calibrated research method is not a standard phone force sensor.

GripSense (research prototype) ↗

Light control

The app switches the LED and adjusts supported light controls. phyphox sets brightness, frequency and duty cycle; limits depend on the phone.

phyphox ↗

Rhythm, time and light codes

Flashes and pauses encode a sequence. Morse-It sends text as Morse code using the screen, sound and the device flashlight where supported.

Morse-It ↗

Direction and movement of the phone

Moving the phone changes object lighting. The WildLight research prototype uses images with a moving LED to recover shape and reflectance.

WildLight (research prototype) ↗

Occlusion and shadows

Occluding light changes shadows and visible form. WildLight reconstructs scenes from lit images; a hand-shadow game needs its own recognition rules.

WildLight (research prototype) ↗

Reflection, transmission and materials

Materials change LED reflections. WildLight estimates shape and reflectance from multiple images; it is a research method, not a material sensor.

WildLight (research prototype) ↗

Search, camera and augmented reality

The camera observes a scene lit by the phone LED. WildLight uses these images for reconstruction; flash and autoexposure affect the result.

WildLight (research prototype) ↗

Changing the game world

Design scenario: switching the LED also changes a virtual scene. phyphox illustrates the physical light channel; game-world changes need separate rules.

phyphox ↗

Light, stealth and agent attention

Design scenario: a light command affects a virtual enemy or live game. The phyphox interface illustrates LED output, not creature detection.

phyphox ↗

Resource, risk and limitations

Design scenario: a charge budget or timer limits light and creates timing choices. phyphox shows LED control; the game resource requires a separate rule.

phyphox ↗

Cooperation and light communication

Light carries a signal to another participant. Morse-It encodes text as flashes for a person in line of sight; automatic reception is not implied.

Morse-It ↗

Light feedback and atmosphere

The LED becomes an output channel for events or atmosphere. phyphox shows pulse control; narrative mappings must be designed separately.

phyphox ↗

Creativity, learning and everyday tasks

Light helps teach and reproduce a code. Morse-It converts text to dots, dashes and flashes; screen light and the rear LED remain different outputs.

Morse-It ↗

Phone heading

Phone heading can control an aim direction, sector or route. Magnetic and geographic north require different corrections.

Physics Toolbox Magnetometer ↗

Turns over time

Changes in heading or field components over time can define a turn, sequence or rhythmic gesture in a game scenario.

Physics Toolbox Magnetometer ↗

A magnet as a button

Bringing a magnet near changes the field. A scenario can map a threshold crossing to a press and its removal to a release.

Physics Toolbox Magnetometer ↗

Field strength as analog input

Measured field strength can continuously control a parameter. Distance to a particular magnet requires calibration of that magnet’s field.

Physics Toolbox Magnetometer ↗

Vector and polarity

Field components can define direction or distinguish magnet positions. Comparing signs requires a consistent phone coordinate frame.

Physics Toolbox Magnetometer ↗

Magnet gestures

A scenario can distinguish magnet gestures through peak sequences, duration and field-component changes. The instrument shows the input signal.

Physics Toolbox Magnetometer ↗

Passive magnetic controllers

A passive button or lever changes the phone sensor’s magnetic field. MagPie is a research prototype for customizable mechanical input.

MagPie prototype ↗

Objects and tangible media

A physical overlay maps magnet position to a command. In the MagBoard prototype, a printed grid defines keys for a phone application.

MagBoard prototype / Calculator ↗

Searching through field changes

The player can locate a magnetic-field source by moving the phone and comparing readings. Signal changes guide further searching.

Physics Toolbox Magnetometer ↗

Combining input channels

Magnetic heading can be combined with tilt, touch or location. The True compass illustrates correction to geographic north.

Physics Toolbox Magnetometer ↗

Shared play and roles

A cooperative design scenario can combine readings from several participants. Field recordings provide shared material for comparison and distributed tasks.

Physics Toolbox Magnetometer ↗

Learning and creative scenarios

Magnetic readings can be recorded, compared and used in a learning task or expressive parameter. Keep experiment conditions alongside the data.

Physics Toolbox Magnetometer ↗

Farming and tending a homestead

Farming connects land preparation, growth cycles and animal care to a seasonal production plan.

Stardew Valley ↗

Cooking, recipes and kitchen work

Kitchens transform ingredients into orders through dependent steps, requiring aligned component readiness and workstation availability.

Overcooked! 2 ↗

Fishing, hunting and harvesting trades

Harvesting trades combine site and tool choices with reading target behavior and timing resource collection.

Spiritfarer ↗

Cleaning, sorting and restoration

Restoration turns dirty or damaged objects into ordered states through suitable tools and work-area selection.

PowerWash Simulator ↗

Construction, earthmoving and machinery

Machinery work coordinates vehicle placement, tools and material movement to achieve a target site shape.

Construction Simulator ↗

Medicine, rescue and emergency services

A game rescue procedure requires identifying a state, choosing limited equipment and acting according to the result.

RimWorld ↗

Technical incident investigation

Technical investigation compares logs, symptoms and component states to distinguish root causes from subsequent failures.

Car Mechanic Simulator 2021 ↗

Document inspection and control

Inspection compares submitted information with current in-game requirements to permit entry, seek clarification or refuse.

Papers, Please ↗

Delivery and dispatch

Delivery connects address order to capacity, deadlines and order condition, turning routing into a service problem.

Euro Truck Simulator 2 ↗

Experiments and scientific instruments

An experiment changes a selected variable, measures results and compares them with expectations while preserving test conditions.

In Other Waters ↗

Business, office and bureaucracy

Office tasks move documents and requests through limited authority, approvals and deadlines to expose organizational dependencies.

Papers, Please ↗

Production chains and factories

A factory connects recipes so one stage's output becomes another's input and constrains total production.

Factorio ↗

Conveyors and flows

Transport lines carry resources at a limited rate. Splits, merges and crossings distribute the flow among consumers.

Factorio ↗

Storage, buffers and throughput

Buffers store differences between arrivals and consumption, absorbing brief disruptions without raising sustained line capacity.

Factorio ↗

Railways and dispatching

Railways share track between trains; schedules and signals coordinate access to limited sections.

Factorio ↗

Robots and autonomous delivery

Autonomous delivery assigns carriers to requests using capacity, routes and available energy.

Factorio ↗

Power grids and load management

Power grids split limited generation among consumers, storage and losses, requiring load priorities.

Factorio ↗

Logic circuits, signals and feedback

Signals measure state, conditions select responses and feedback repeats control based on the result.

Portal ↗

Programming as a gameplay challenge

A program solves a task by transforming specified inputs into outputs with limited instructions and memory.

Human Resource Machine ↗

Optimizing a working system

Optimization improves a working system's measurable result by comparing speed, cost, space and resilience.

SpaceChem ↗

Gamepad, sticks and triggers

Sticks and triggers provide continuous values while buttons switch actions and modes without looking at the device.

Pro Gymnast ↗

Trackball, wheel and rotary input

Rotation supplies an angle or its change. In Crankin’s Time Travel Adventure the Playdate crank moves the character’s timeline forwards or backwards.

Crankin’s Time Travel Adventure ↗

Limited means of defense

Limited defenses turn threatening encounters into choices between resistance, avoidance and spending a scarce reserve.

Resident Evil 4 (2023) ↗

Hiding and escaping from threats

Hiding preserves uncertainty about position, while escape requires breaking contact and finding a safe next move.

Alien: Isolation ↗

Uncertainty in horror

Uncertainty requires interpreting incomplete signals while preserving doubt without arbitrarily invalidating every rule.

SOMA ↗

Anomaly hunting and detecting changes

Players compare a familiar place with its current state and decide whether a change is a meaningful anomaly.

The Exit 8 ↗

Pursuers and adaptive behavior

A pursuer selects behavior from observations and memory, making habitual escape methods less reliable through adaptation.

Alien: Isolation ↗

Sanctuaries, respite and tension cycles

Respite reduces immediate risk and restores planning time; leaving safety reintroduces uncertainty.

Slay the Spire ↗

Limited perception channels

A constrained perception channel changes information gathering, increasing the value of available signals and verification.

Alien: Isolation ↗

Cooperative horror and group risk

Group risk arises from split tasks, mutual dependence and limited communication while under threat.

Lethal Company ↗

Mathematics and inquiry

Learning tasks require mathematical or inquiry actions and explain results through observable relationships.

Human Resource Machine ↗

Procedural practice and simulators

Procedural practice reproduces a specified sequence of decisions and actions with feedback on missing conditions and errors.

Car Mechanic Simulator 2021 ↗

Argumentation and source checking

Critical reading compares claims with sources, evidential quality and possible alternative explanations.

Her Story ↗

Accessible play

A game preserves its core challenge while offering another perception or control channel. Blind Drive illustrates navigation through sound.

Blind Drive ↗

Questioning and contradictions

Testimony becomes a set of testable claims; the player seeks incompatibilities with other claims and known facts.

Phoenix Wright: Ace Attorney Trilogy ↗

Comparing and presenting evidence

Evidence gains meaning through provenance, comparison and presentation within a relevant test context.

The Case of the Golden Idol ↗

Reconstructing events

Reconstruction restores event sequences and causal dependencies, supporting tests of several explanations for the same traces.

Return of the Obra Dinn ↗

Procedural stories

A drama system selects events from character states and unresolved conflicts to maintain narrative causality.

Storyteller ↗

Role-playing improvisation

Participants propose actions and world details while agreed rules determine what becomes a shared story fact.

AI Dungeon ↗

Testing an unreliable account

Unreliable reports require comparison with independent signs and revision of trust in their source.

Her Story ↗

Interactive prose

Interactive fiction turns reading into an action choice, after which text reports state changes and available continuations.

AI Dungeon ↗

Persistent worlds and server progress

A shared world preserves contributions between sessions. FFXIV’s Ishgardian Restoration links personal deliveries to server-wide construction stages.

Final Fantasy XIV ↗

Guilds and long-term shared goals

A guild connects members through shared rights and projects. Shop Titans preserves town investment and growth while members play at different times.

Shop Titans ↗

Raids and group coordination

A shared encounter requires roles, attacks and recovery to align. In Albion Online a group coordinates a boss fight in a dungeon.

Albion Online ↗

PvP, duels and team battles

Players compete under shared victory rules. In FFXIV Crystalline Conflict, two teams of five fight to move the tactical crystal.

Final Fantasy XIV ↗

Battle royale and shrinking play areas

The safe area shrinks and forces repositioning. PUBG’s Blue Zone damages players outside it, increasing the cost of delay and concentrating encounters.

PUBG: BATTLEGROUNDS ↗

Asynchronous competition and messages

Results persist without simultaneous play. Duolingo participants earn XP at different times, and a weekly leaderboard compares their contributions.

Duolingo ↗

Markets, gifts and player trading

A market transfers items at an agreed price. Steam Community Market shows participant listings, available quantities and starting prices.

Steam Community Market ↗

Seasons, events and world changes

A season defines shared goals and rewards for a period. Deep Rock Galactic links expeditions through assignments and a seasonal reward track.

Deep Rock Galactic ↗

ARGs, transmedia and play beyond the app

Puzzles continue through linked material across channels. The Black Watchmen leads an investigation to a fictional website that becomes part of the puzzle.

The Black Watchmen ↗

Passes, stores and paid access

A paid offer defines access and its conditions. Duolingo compares Super with the free tier to show which features the subscription includes.

Duolingo ↗

Light, proximity and other sensors

An available measurement channel becomes input. Here phyphox estimates brightness through the camera and plots it alongside the scene image.

phyphox ↗

Interaction across multiple devices

Several phones divide information, roles or input space while coordinating events through an explicitly shared session.

Quiplash ↗

Merging and evolving objects

Compatible objects combine into a new state, requiring players to plan both chain growth and available space.

2048 ↗

Movement to a beat

Rhythmic movement aligns action timing and shape with musical structure to assess coordination and expression.

Beat Saber ↗

Music composition and improvisation

Players assemble musical phrases from permitted elements while the system links choices, timing and audible results.

Virtuoso ↗

Rhythm timing

The player presses the matching button as a cue reaches a timing line. A visible rhythm and timing window connect input to the music.

Spiritfarer ↗

Character creation

Character creation allocates limited potential across abilities and establishes initial ways of solving problems.

Pentiment ↗

Classes and specializations

A character’s role defines available tools, while specialization shapes play style. Choice restrictions help characters complement each other.

Deep Rock Galactic ↗

Builds and ability combinations

The player chooses abilities and upgrades that work together. A limited budget turns a list of strong individual effects into a connected build.

Last Epoch ↗

Party roles and team composition

Party composition distributes functions among characters and determines mutual support in combat and exploration.

Deep Rock Galactic ↗

Equipment and properties

Equipped items change attributes and available actions. The player chooses a useful combination while accounting for each item’s drawbacks.

Disco Elysium ↗

Status and elemental effects

Effects temporarily change a target’s movement, defense or available actions. Players choose effects to suit the situation and resistances.

Deep Rock Galactic ↗

Improving skills through use

A skill improves through relevant use, letting players practice while also addressing a current objective.

Melvor Idle ↗

Reputation, factions and alignment

Reputation stores how communities view the character's actions and changes access to services, quests and support.

Final Fantasy XIV ↗

Quests, contracts and consequences

A quest defines a commitment and completion conditions, while consequences preserve differences between solutions.

Borderlands 2 ↗

Traditional turn-based roguelikes

A turn-based run alternates one player decision with hostile world changes, preserving the cost of consumables and routes.

NetHack (menucolors) ↗

Action roguelikes

Real-time combat combines with temporary progression so execution and upgrade choices jointly determine a run's outcome.

Hades ↗

Survivor-likes and automatic attacks

Automatic attacks leave route selection and upgrades to the player, making movement through waves the central skill.

Vampire Survivors ↗

Dungeons and resource attrition

A dungeon depletes party supplies through successive encounters, connecting depth choices to a safe return.

Darkest Dungeon® ↗

VR: grasping and hand manipulation

Spatial grabbing links hand pose to a virtual object through contact start, holding and release rules.

Keep Talking and Nobody Explodes ↗

VR: body and room-scale space

VR locomotion connects physical pose to virtual routes while maintaining understandable space boundaries and turning methods.

The Thrill of the Fight - VR Boxing ↗

Breathing, pulse and biosignals

A breathing action becomes a control signal. In Candle blowing near the microphone extinguishes a virtual flame; it measures air noise, not pulse.

Candle - Ultra Real Blow Out ↗

Musical and specialised controllers

A familiar performance gesture sends commands to an app. AudioSwift’s demo uses musical keys to trigger notes and a trackpad to shape sound.

AudioSwift ↗

Wheels, pedals, joysticks and cockpits

A wheel and pedals supply axis input while force feedback supplements control. BeamNG.drive plots the force the game sends to the wheel.

BeamNG.drive ↗

Projection and interactive surfaces

Projection maps a virtual scene onto physical surfaces. The RoomAlive research prototype uses calibrated projectors and cameras across a room.

RoomAlive (research prototype) ↗

Physical objects, NFC and QR

A physical carrier supplies an identifier or record. NFC Tools displays a read tag; a game scenario can map that tag to an item or action.

NFC Tools ↗

Text, commands and conversation

A typed or spoken request specifies an action through command meaning. The system clarifies parameters and reports what it executed.

Siri (iOS 5) ↗

Team ball sports

Team ball sports connect possession, open space and coordinated transitions between attack and defense.

Football Manager 2024 ↗

Racket sports

Racket duels alternate receiving and responding, changing available time through placement, spin and player position.

Tennis Elbow 2013 ↗

Athletics and performance competition

Performance events evaluate time, distance or height, connecting preparation to a precise effort moment.

Olympic Games Tokyo 2020 – The Official Video Game™ ↗

Gymnastics and execution scoring

Scored routines combine element difficulty, execution quality and transition stability within a limited program.

Pro Gymnast ↗

Skateboarding and extreme sports

Extreme sports connect route choice, accumulated speed and trick execution to a controlled return to the surface.

Session: Skate Sim ↗

Golf and trajectory accuracy

Precision strikes set trajectories and later contacts, allowing planning through angle, force and surface properties.

Golf With Your Friends ↗

Bowling, darts and throwing

Throwing connects direction preparation, release timing and force allocation, scoring where the trajectory ends.

Premium Bowling ↗

Combat sports

Combat sports connect distance, permitted actions and participant condition to scoring and stoppage rules.

The Thrill of the Fight - VR Boxing ↗

Team management and training

Team management distributes training time, roster slots and resources between current results and future participant development.

Football Manager 2024 ↗

Fictional sports and hybrid rules

Fictional sports establish readable spatial rules and scoring conditions, then combine them with unusual movement.

Pyre ↗

Visibility, noise and detection

Detection depends on observable signals, obstacles and observer attention, letting players manage the visibility of their actions.

Shadow Tactics: Blades of the Shogun ↗

Suspicion, alerts and searching

Suspicion moves observers from routine behavior through investigation, alerts and searching for a last known target.

Deus Ex ↗

Hiding bodies and traces

Hiding bodies and traces delays discovery of an action but costs time and can create new vulnerabilities.

Hitman: Absolution ↗

Disguises and social infiltration

Social infiltration uses an expected role instead of invisibility: access depends on clothing, behavior and recognition.

HITMAN World of Assassination ↗

Lures, distractions and sabotage

Distraction changes observer priorities while sabotage changes the environment to prepare a later covert action.

Tom Clancy’s Splinter Cell ↗

Surveillance and counter-surveillance

Tailing maintains contact, reconnaissance learns routines and counter-surveillance checks whether the observer has been exposed.

Call of Duty: Warzone (2022) ↗

Heists and coordinated infiltration

Coordinated infiltration assigns dependent actions to roles and synchronizes them within a limited access window.

Shadow Tactics: Blades of the Shogun ↗

Escape, chases and evading pursuit

Escape breaks pursuer contact through routes, obstacles and changed visibility rather than running speed alone.

Hunt: Showdown 1896 ↗

Hunger, thirst and fatigue

Needs deplete readiness for action, requiring decisions about interrupting a task to recover.

NetHack (menucolors) ↗

Weather, seasons and preparation

Weather and seasonal changes reward preparing supplies, routes and protection before a threat arrives.

No Man’s Sky ↗

Shelters and safe places

A shelter turns dangerous space into recovery, storage and planning support, but requires siting and upkeep.

Hollow Knight ↗

Gathering resources

The player finds a source, extracts material and carries it to where it is needed, weighing its value against collection time and danger.

Deep Rock Galactic ↗

Crafting and technology discovery

Crafting connects materials, recipes and workstations to produce items or unlock the next technology.

Last Epoch ↗

Modular construction

The player places prefabricated modules in valid locations. Their arrangement shapes the base, room access and working routes.

Spiritfarer ↗

Structures and destruction

Structural stability depends on supports, connections and loads; failure changes load paths and usable geometry.

Spelunky ↗

Hunting and predator-prey interactions

Hunting uses prey traces and behavior, while population changes affect future food availability and hazards.

Bulletstorm ↗

Risk, extraction and securing loot

Risk increases potential gains, but banking a result is what protects it from loss in the next dangerous action.

Hunt: Showdown 1896 ↗

Systemic interactions

Shared object properties produce several solutions, allowing players to transfer known rules into unanticipated combinations.

Half-Life 2 ↗

Materials, deformation and destruction

Materials determine responses to force and damage; deformation and destruction create a new interaction structure.

Noita ↗

Ecology and food relationships

An ecosystem connects food availability, population sizes and environmental conditions, allowing interventions to propagate.

Bulletstorm ↗

Character routines and needs

Routines connect needs, available places and event memory to produce understandable daily character routes.

Wobbledogs ↗

Creature training and taming

Creature training connects signals, actions and consequences to establish a clear, limited command vocabulary over time.

Final Fantasy XIV ↗

Autonomous communities

An autonomous community distributes roles and resources without direct commands to each member, producing observable collective outcomes.

Palworld ↗

Pre-game deck construction

Decks are built before play under format constraints, setting tool ratios and the likelihood of useful combinations.

Yu-Gi-Oh! Master Duel ↗

Tricks, shedding and card sets

Tricks, shedding and set rules change a card's value according to turn order and previously revealed cards.

UNO ↗

Worker placement and action selection

Workers reserve actions in a shared offer, so placement both grants a benefit and denies an opponent an opportunity.

D&D Lords of Waterdeep ↗

Areas, majority and enclosure

Influence is compared by presence, connectivity or enclosure, linking placement to the timing of a future scoring check.

Tabletop Simulator ↗

Tile placement and shared boards

Placing a tile changes a shared board and its legal continuations, requiring attention to edges and neighboring pieces.

Carcassonne - Tiles & Tactics ↗

Dice, rerolls and result assignment

A roll supplies limited values; rerolling and assignment turn a random outcome into a manageable resource.

Dicey Dungeons ↗

Betting, bluffing and pushing luck

The player chooses whether to continue an uncertain attempt, increasing rewards and the risk of losing unbanked gains.

Tabletop Simulator ↗

Hidden orders and simultaneous selection

Simultaneous hidden choices emphasize predicting intentions rather than reacting to an order already executed.

A Game of Thrones: The Board Game - Digital Edition ↗

Tabletop spatial dexterity

Physical precision determines game-piece placement while a digital model translates the result into game state.

Tabletop Simulator ↗

Drafting and shared offers

Drafting distributes elements through sequential selection: taking an item improves one participant and removes an option from others.

Wingspan ↗

Changing time speed

Changing time speed creates analysis and execution opportunities, but requires explicit exceptions across world systems.

F.E.A.R. (2005) ↗

Parallel timelines and causality

Multiple temporal states connect through causal rules, letting actions in one timeline change another's possibilities.

Day of the Tentacle Remastered ↗

Recorded actions and copies

Recording turns an action sequence into a repeating participant with whom the current player can coordinate new actions.

Braid ↗

Scale and reference frames

Changing scale or reference frames reshapes usable surfaces, distances and force directions.

Patrick's Parabox ↗

Portals and topology

Portals connect nonadjacent regions while unusual topology changes expectations about routes, visibility and returning.

Patrick's Parabox ↗

Changing rules and metagames

Players change an active rule or treat interface elements as world objects, expanding ordinary permitted transformations.

Baba Is You ↗

Arcade racing

Arcade racing makes lines, acceleration timing and positional contests readable through simplified vehicle motion.

Horizon Chase Turbo ↗

Driving simulators and car tuning

Vehicle setup changes track behavior to align handling, component endurance and a selected driving style.

Car Mechanic Simulator 2021 ↗

Rally, off-road driving and traction

Changing grip connects line choices to surface conditions and the next section rather than one constant cornering speed.

DiRT Rally 2.0 ↗

Drifting, stunts and skid control

Controlled skids and stunts turn reduced grip into scored actions with deliberate entry, sustain and recovery phases.

Assetto Corsa ↗

Combat racing and pursuit

Combat racing adds target and defense choices to speed management, changing the field's order along a route.

GRIP: Combat Racing ↗

Motorsport and balance

Two-wheeled vehicles connect turning and stability to balance, line selection and handling uneven surfaces.

MotoGP™24 ↗

Aviation and aerial combat

Flight connects orientation, speed and energy reserves while aerial combat adds advantageous approach selection.

VTOL VR ↗

Spaceflight and orbital maneuvers

Space maneuvers change trajectories through thrust, requiring planning reserves and later encounters rather than continuously steering at a target.

Kerbal Space Program ↗

Ships and underwater craft

Marine controls connect inertia and environment to routing, while submersibles add depth choice and limited visibility.

Subnautica ↗

Transport operation simulators

Transport operations align timetables, capacity and stops with route constraints and passenger or cargo needs.

Euro Truck Simulator 2 ↗