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* Dualcasting, a signature skill of the RedMage in ''Franchise/FinalFantasy'', allows one to cast a second spell immediately after the first. Players soon learned that they could exploit this ability to maximize the Red Mage's damage by using a weaker spell with a shorter casting time to prime the dualcasting skill, allowing them to instantly cast a much stronger spell afterwards. The developers learned about this exploit and decided from that point forward to [[AscendedGlitch make it a cornerstone of the Red Mage's skillset]].

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* Dualcasting, a signature skill of the RedMage TheRedMage in ''Franchise/FinalFantasy'', allows one to cast a second spell immediately after the first. Players soon learned that they could exploit this ability to maximize the Red Mage's damage by using a weaker spell with a shorter casting time to prime the dualcasting skill, allowing them to instantly cast a much stronger spell afterwards. The developers learned about this exploit and decided from that point forward to [[AscendedGlitch make it a cornerstone of the Red Mage's skillset]].
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* ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' is largely geared toward this, as unlike in other ''Franchise/TheLegendOfZelda'' games, the player is provided a large variety of tools very early on with little more direction in the vast open world than 'defeat Ganon in Hyrule Castle.' Getting to certain areas requires players to figure out how to overcome the hazards, notably Death Mountain's obscene heat that will constantly damage the player and set fire to all wooden equipment. It will often nudge players to a particular way of achieveing it, such as stumbling on an NPC who will sell the player heat-proofing potions to get up Death Mountain, but several other methods exist for making the hazardous treck through the land's hottest environment, including [[https://youtu.be/7ywPA9_S0qk?t=958 floating from a nearby tower to a hot spring and making a deadly run up toward a guy with a mission to obtain a piece of fireproof armour,]] or simply stuffing your face with healing foods as you run to the Goron City where the entire fireproof armour set can be purchased.

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* ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' is largely geared toward this, as unlike in other ''Franchise/TheLegendOfZelda'' games, the player is provided a large variety of tools very early on with little more direction in the vast open world than 'defeat Ganon in Hyrule Castle.' Getting to certain areas requires players to figure out how to overcome the hazards, notably Death Mountain's obscene heat that will constantly damage the player and set fire to all wooden equipment. It will often nudge players to a particular way of achieveing it, such as stumbling on an NPC who will sell the player heat-proofing potions to get up Death Mountain, but several other methods exist for making the hazardous treck through the land's hottest environment, including [[https://youtu.be/7ywPA9_S0qk?t=958 floating from a nearby tower to a hot spring and making a deadly run up toward a guy with a mission to obtain a piece of fireproof armour,]] or simply stuffing your face with healing foods as you run to the Goron City where the entire fireproof armour set can be purchased. Its direct sequel ''VideoGame/TheLegendOfZeldaTearsOfTheKingdom'' designs itself around this trope with its signature Ultrahand ability, with "Hylian Engineering" or "Hyrulean Engineering" being the FanNickname for creative, overcomplicated, or uniquely weird contraptions.
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* ''DethKarz'' is structured like most driving games of its time: the player starts out on low-performance vehicles and is supposed to aim for the high tier. However, along with the bad specs in most other areas, low-tier vehicles also have low grip, which makes them ''very'' slide-happy, a feature they lose as the player unlocks better ones. As a result, intentionally driving the low-tier cars exclusively turns the game into a drifting sim - possibly the first ever.

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* ''DethKarz'' ''[=DethKarz=]'' is structured like most driving games of its time: the player starts out on low-performance vehicles and is supposed to aim for the high tier. However, along with the bad specs in most other areas, low-tier vehicles also have low grip, which makes them ''very'' slide-happy, a feature they lose as the player unlocks better ones. As a result, intentionally driving the low-tier cars exclusively turns the game into a drifting sim - possibly the first ever.
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[[folder:Driving Game]]
* ''DethKarz'' is structured like most driving games of its time: the player starts out on low-performance vehicles and is supposed to aim for the high tier. However, along with the bad specs in most other areas, low-tier vehicles also have low grip, which makes them ''very'' slide-happy, a feature they lose as the player unlocks better ones. As a result, intentionally driving the low-tier cars exclusively turns the game into a drifting sim - possibly the first ever.
[[/folder]]
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* ''TabletopGame/{{Yugioh}}'' was designed to have a similar flow to other similar games such as TabletopGame/{{Pokemon}} or TabletopGame/MagicTheGathering, however Yugioh had two elements that made the game simpler. Firstly, Yugioh did not have an economy like Pokemon energy, meaning any card could be brought out if the requirements were fulfilled. Secondly, Yugioh had easy search cards which would pull new cards to the field. Eventually, when [[PowerCreep Synchro Summon]] was added to the game, the speed of matches increased dramatically, and many of Konami's slower cards such as Ritual Monsters were abandoned. After Link Summons were introduced, the game was no longer about methodically setting your field and using multi-turn cards to burn your opponent, but rather became an 0TK (One Turn Kill) game where the point of your deck was entirely designed around getting your best monsters out on turn one and beating your opponent into submission right away (either by attack or effect damage). This got so bad that several errata were made to slow the game down ever so little while not breaking the current game flow (such as limiting Pendulum Summons). An average high-skill match of Yugioh will likely not progress past turn two or three.
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* In ''Anime/SwordArtOnline'', players developed a strategy known as "switching": one player uses a Sword Skill, then at the skill's conclusion, a party member "switches" in and attacks with their own Sword Skill while the first attacker is on {{Cooldown}} and thus unable to act.

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* In ''Anime/SwordArtOnline'', ''Literature/SwordArtOnline'', players developed a strategy known as "switching": one player uses a Sword Skill, then at the skill's conclusion, a party member "switches" in and attacks with their own Sword Skill while the first attacker is on {{Cooldown}} and thus unable to act.
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* ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' is largely geared toward this, as unlike in other Legend of Zelda games, the player is provided a large variety of tools very early on with little more direction in the vast open world than 'defeat Ganon in Hyrule Castle.' Getting to certain areas requires players to figure out how to overcome the hazards, notably Death Mountain's obscene heat that will constantly damage the player and set fire to all wooden equipment. It will often nudge players to a particular way of achieveing it, such as stumbling on an NPC who will sell the player heat-proofing potions to get up Death Mountain, but several other methods exist for making the hazardous treck through the land's hottest environment, including [[https://youtu.be/7ywPA9_S0qk?t=958 floating from a nearby tower to a hot spring and making a deadly run up toward a guy with a mission to obtain a piece of fireproof armour,]] or simply stuffing your face with healing foods as you run to the Goron City where the entire fireproof armour set can be purchased.

to:

* ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' is largely geared toward this, as unlike in other Legend of Zelda ''Franchise/TheLegendOfZelda'' games, the player is provided a large variety of tools very early on with little more direction in the vast open world than 'defeat Ganon in Hyrule Castle.' Getting to certain areas requires players to figure out how to overcome the hazards, notably Death Mountain's obscene heat that will constantly damage the player and set fire to all wooden equipment. It will often nudge players to a particular way of achieveing it, such as stumbling on an NPC who will sell the player heat-proofing potions to get up Death Mountain, but several other methods exist for making the hazardous treck through the land's hottest environment, including [[https://youtu.be/7ywPA9_S0qk?t=958 floating from a nearby tower to a hot spring and making a deadly run up toward a guy with a mission to obtain a piece of fireproof armour,]] or simply stuffing your face with healing foods as you run to the Goron City where the entire fireproof armour set can be purchased.
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* As argued by Core-A Gaming, ''Franchise/{{Tekken}}'' [[https://www.youtube.com/watch?v=dzIfubaQLyk saw a form of emergent gameplay through its back dash]], and the subsequent impact it had on the game's movement. This is due to the back dash's ability to be canceled into any other action except for another back dash; pro players were able to circumvent this by canceling their back dashes into a crouch, which was the fastest way to lead into another back dash. This led to the creation of the "Korean Back Dash", a technique that dominates high-level ''Tekken'' play and a contributor to the unique spacing game the franchise has when compared to other fighters.

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* As argued by Core-A Gaming, ''Franchise/{{Tekken}}'' [[https://www.youtube.com/watch?v=dzIfubaQLyk saw a form of emergent gameplay through its back dash]], dash,]] and the subsequent impact it had on the game's movement. This is due to the back dash's ability to be canceled into any other action except for another back dash; pro players were able to circumvent this by canceling their back dashes into a crouch, which was the fastest way to lead into another back dash. This led to the creation of the "Korean Back Dash", a technique that dominates high-level ''Tekken'' play and a contributor to the unique spacing game the franchise has when compared to other fighters.



** The biggest and most versatile example is the [[https://www.youtube.com/watch?v=bi335VOnBZw "hoik"]], which is based on a sloped tile collision glitch and is used for a variety of purposes from ultra-fast transport and glitching through otherwise solid blocks to creating a [[https://www.youtube.com/watch?v=_vh2BACkmQQ functional computer]] and [[https://www.youtube.com/watch?v=PZNGn8F85w8 fully-automated boss killing machines]] in conjunction with the game's switch-and-wiring mechanics, which are highly versatile in themselves.

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** The biggest and most versatile example is the [[https://www.youtube.com/watch?v=bi335VOnBZw "hoik"]], "hoik,"]] which is based on a sloped tile collision glitch and is used for a variety of purposes from ultra-fast transport and glitching through otherwise solid blocks to creating a [[https://www.youtube.com/watch?v=_vh2BACkmQQ functional computer]] and [[https://www.youtube.com/watch?v=PZNGn8F85w8 fully-automated boss killing machines]] in conjunction with the game's switch-and-wiring mechanics, which are highly versatile in themselves.
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* ''VideoGame/FireEmblemHeroes'': Through creative combination of different heroes and skills, the playerbase has developed quite a number of different strategies that seem to have been unintended by the developers. For a simpler example, once the skill Null Follow-Up first made its way onto a unit's weapon, it became possible to combine it with the skill Windsweep (or Watersweep), which would prevent the target from counterattacking while preventing your unit from following up. But with NFU in play, that follow-up negation would be itself nullified, allowing units to attack freely without sacrificing their firepower, thus creating a whole new category of units - NFU windsweep abusers. Eventually, the developers started adding units (such as Young Merric and Masquerade Ethlyn) coming premade with that kit. But the star example of this trope in effect is undoubtedly Winter Bernadetta. A rare seasonal unit, she has the extremely unique effect of dealing 1 HP of damage to units around her (even those on her team) at the start of her turn. Given the wide variety of weapons and effects that either require or penalise 100% HP, she was probably intended to be a difficult tool - someone who could enable the likes of Brave Lysithea but needed to be kept away from units who wanted full HP. However, this was also the first time the players had ever been granted a way to take HP from their own units without relying on their opponent's structures or entering combat. And after a few weeks, meta players realised that by combining that effect with clever use of Ardent Sacrifice (a move that can switch HP totals between units, but only if one is already injured), they would be able to very easily bring a unit to below 75% HP, which would allow other units with the skill Wings of Mercy to warp to them. [=WoM=] had already been a mainstay of Galeforce teams, which overpower opponents with sheer action economy before the other team can even take their first turn, but this new method of setting up the strategy without the need for fiddly combat calculations (and praying your [=WoM=] beacon didn't just get one shot killed by their intended target) made her so *incredibly* popular that she became one of the most ever sought-after utility units.

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Compare EmergentNarrative. Unlike (but closely related to) GameplayDerailment, emergent gameplay features are generally seen as positive developments. May result from GoodBadBugs, but bugs are not necessary. {{Metagame}}s of competitive games, in particular CharacterTiers, are examples of emergent gameplay. SequenceBreaking and {{speedrun}}ning are also examples, as are VideoGameCaringPotential and VideoGameCrueltyPotential when not tied to the actual plot. The ImmersiveSim genre puts emergent gameplay on the forefront of its game design. Compare {{Self Imposed Challenge}}.

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Compare EmergentNarrative. Unlike (but closely related to) GameplayDerailment, emergent gameplay features are generally seen as positive developments. May result from GoodBadBugs, but bugs are not necessary. {{Metagame}}s of competitive games, in particular CharacterTiers, are examples of emergent gameplay. SequenceBreaking and {{speedrun}}ning are also examples, as are VideoGameCaringPotential and VideoGameCrueltyPotential when not tied to the actual plot. The ImmersiveSim genre puts emergent gameplay on the forefront of its game design. Compare {{Self Imposed Challenge}}.
SelfImposedChallenge.



[[folder:Platform Game]]
* In ''VideoGame/EverybodyEdits'', using a bunch of simple blocks, a player can create many complex systems not within the original scope of the series.
[[/folder]]



* ''VideoGame/GearsOfWar'' is one of the most well-known shooters with [[TakeCover a cover system]], but people who've played its multiplayer will know that the only thing anyone actually ''uses'' its cover system for is "wallbouncing". Since sliding into cover is faster than running, people repeatedly bounce between pieces of cover (if they're good enough at it they never even touch cover and just repeatedly cancel out of the slide and start the next one) in order to move around the map quickly or dodge incoming shots. Anyone who doesn't currently have a power weapon will be bouncing around the map with the [[ShotgunsAreJustBetter Gnasher Shotgun]], since its reliable hipfire and ability to OneHitKill at close range makes it a perfect match for this particular playstyle, which is [[ComplacentGamingSyndrome so ubiquitous]] that deviating from it tends to invite hatred and get you called NoTrueScotsman (even so much as ''aiming'' the shotgun instead of hipfiring it will make a few especially hardcore players mad). Whether this is EmergentGameplay or GameplayDerailment probably [[BrokenBase depends on the person you're talking to]], but it did lead to the series adding mechanics or weapons in later entries to try to counter it. None of which worked particularly well, because it's simply that good.

to:

* ''VideoGame/GearsOfWar'' is one of the most well-known shooters with [[TakeCover a cover system]], but people who've played its multiplayer will know that the only thing anyone actually ''uses'' its cover system for is "wallbouncing". Since sliding into cover is faster than running, people repeatedly bounce between pieces of cover (if they're good enough at it they never even touch cover and just repeatedly cancel out of the slide and start the next one) in order to move around the map quickly or dodge incoming shots. Anyone who doesn't currently have a power weapon will be bouncing around the map with the [[ShotgunsAreJustBetter Gnasher Shotgun]], since its reliable hipfire and ability to OneHitKill at close range makes it a perfect match for this particular playstyle, which is [[ComplacentGamingSyndrome so ubiquitous]] that deviating from it tends to invite hatred and get you called NoTrueScotsman (even so much as ''aiming'' the shotgun instead of hipfiring it will make a few especially hardcore players mad). Whether this is EmergentGameplay Emergent Gameplay or GameplayDerailment probably [[BrokenBase depends on the person you're talking to]], but it did lead to the series adding mechanics or weapons in later entries to try to counter it. None of which worked particularly well, because it's simply that good.

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* Online free-to-play shooter ''VideoGame/GunZ: The Duel'' began as a fairly standard shooter, albeit with wall-jumping and other feats of badassery. Then, the playerbase discovered a number of bugs; these days, it's difficult to compete if you aren't proficient in the styles of play known as K-style, D-Style, or E-Style.


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* Online free-to-play shooter ''VideoGame/GunZ: The Duel'' began as a fairly standard shooter, albeit with wall-jumping and other feats of badassery. Then, the playerbase discovered a number of bugs that allowed them to cancel animations, a [[SomeDexterityRequired finger-breaking]] style of play that would later be known as K-Style. These days, it's difficult to compete if you aren't proficient in the styles of play known as K-style, D-Style, or E-Style.
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* In ''Anime/SwordArtOnline'', players developed a strategy known as "switching": one player uses a Sword Skill, then at the skill's conclusion, a party member "switches" in and attacks with their own Sword Skill while the first attacker is on {{Cooldown}} and thus unable to act.
Is there an issue? Send a MessageReason:
None

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* ''VideoGame/AdvancedVariableGeo'': The first HGame titles had the fights as a mere excuse to win the opponent and see the {{Hentai}} scenes. For ''Advanced V.G.'' series, the combats evolved into something more competitive and more fighting-oriented, becoming a real fighting game on its own terms, being ''[=AVG2=]'' the pinacle of the series.
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* As argued by Core-A Gaming, ''Franchise/{{Tekken}}'' [[https://www.youtube.com/watch?v=dzIfubaQLyk saw a form of emergent gameplay through its back dash]], and the subsequent impact it had on the game's movement. This is due to the back dash's ability to be canceled into any other action except for another back dash; pro players were able to circumvent this by canceling their back dashes into a crouch, which was the fastest way to lead into another back dash. This led to the creation of the "Korean Back Dash", a technique that dominates high-level ''Tekken'' play and a contributor to the unique spacing game the franchise has when compared to other fighters.
Is there an issue? Send a MessageReason:
None


Compare EmergentNarrative. Unlike (but closely related to) GameplayDerailment, emergent gameplay features are generally seen as positive developments. May result from GoodBadBugs, but bugs are not necessary. {{Metagame}}s of competitive games are examples of emergent gameplay. SequenceBreaking and {{speedrun}}ning are also examples, as are VideoGameCaringPotential and VideoGameCrueltyPotential when not tied to the actual plot. The ImmersiveSim genre puts emergent gameplay on the forefront of its game design. Compare {{Self Imposed Challenge}}.

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Compare EmergentNarrative. Unlike (but closely related to) GameplayDerailment, emergent gameplay features are generally seen as positive developments. May result from GoodBadBugs, but bugs are not necessary. {{Metagame}}s of competitive games games, in particular CharacterTiers, are examples of emergent gameplay. SequenceBreaking and {{speedrun}}ning are also examples, as are VideoGameCaringPotential and VideoGameCrueltyPotential when not tied to the actual plot. The ImmersiveSim genre puts emergent gameplay on the forefront of its game design. Compare {{Self Imposed Challenge}}.
Is there an issue? Send a MessageReason:
None


* '''VideoGame/NBAJam'' allows players to knock down and gang up on other players to weaken them. This resulted in some house rules in which people would gang up on a player they didn't like, or to weaken each other as much as possible and then play the game with a heavily injured team.

to:

* '''VideoGame/NBAJam'' ''VideoGame/NBAJam'' allows players to knock down and gang up on other players to weaken them. This resulted in some house rules in which people would gang up on a player they didn't like, or to weaken each other as much as possible and then play the game with a heavily injured team.
Is there an issue? Send a MessageReason:
None


Compare EmergentNarrative. Unlike (but closely related to) GameplayDerailment, emergent gameplay features are generally seen as positive developments. May result from GoodBadBugs, but bugs are not necessary. {{Metagame}}s of competitive games are examples of emergent gameplay. SequenceBreaking and {{speedrun}}ning are also examples, as are VideoGameCaringPotential and VideoGameCrueltyPotential when not tied to the actual plot. The ImmersiveSim genre puts emergent gameplay on the forefront of its game design.

to:

Compare EmergentNarrative. Unlike (but closely related to) GameplayDerailment, emergent gameplay features are generally seen as positive developments. May result from GoodBadBugs, but bugs are not necessary. {{Metagame}}s of competitive games are examples of emergent gameplay. SequenceBreaking and {{speedrun}}ning are also examples, as are VideoGameCaringPotential and VideoGameCrueltyPotential when not tied to the actual plot. The ImmersiveSim genre puts emergent gameplay on the forefront of its game design.
design. Compare {{Self Imposed Challenge}}.
Is there an issue? Send a MessageReason:
None

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* Dualcasting, a signature skill of the RedMage in ''Franchise/FinalFantasy'', allows one to cast a second spell immediately after the first. Players soon learned that they could exploit this ability to maximize the Red Mage's damage by using a weaker spell with a shorter casting time to prime the dualcasting skill, allowing them to instantly cast a much stronger spell afterwards. The developers learned about this exploit and decided from that point forward to [[AscendedGlitch make it a cornerstone of the Red Mage's skillset]].
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* The Nemesis System of ''VideoGame/MiddleEarthShadowOfMordor'' and ''VideoGame/MiddleEarthShadowOfWar'' allows for the organic development of orc characters through their interactions with the player and one another. Orcs develop reputations based on their accomplishments and their failures, and the player can influence their reputations by defeating them, allowing them to flee, or recruiting them. [[FromNobodyToNightmare A lowly slave Uruk can become a captain by managing to kill the player by some luck, work his way up to warchief or even overlord]]. Orcs that were presumed dead can cheat death and [[CameBackStrong Come Back Strong]]. Loyal orcs can turn traitor and try to kill you. An orc may try to kill you to avenge the death of his blood brother. An orc that you shame or drive out of your army may end up being driven insane. The possibilities are vast and varied.

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* ''VideoGame/DwarfFortress'': By sheer weight of the amount of simulations such as weather, erosion, and population density (among other things), there is quite a bit of emergent gameplay. One of the most important concepts to know to create a running fortress in less than a few days of gameplay are pump stacks, which are clusters of pumps that allow for instant transportation of water or magma from any lower z-level to the top of the stack.

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* ''VideoGame/DwarfFortress'': By sheer weight of the amount of simulations such as weather, erosion, and population density (among other things), there is quite a bit of emergent gameplay.
**
One of the most important concepts to know to create a running fortress in less than a few days of gameplay are pump stacks, which are clusters of pumps that allow for instant transportation of water or magma from any lower z-level to the top of the stack.stack.
** Alternatively there's the magma piston, utilizing the fact that a pillar of rock collapsed into a pool of magma instantly teleports the liquid on top of itself ''regardless of what was in between''. It's faster, more FPS‑friendly, and ''someone actually managed to make it reusable''.
** Another prominent example is the Dwarven Atom Smasher, basically a raised [[DroppedABridgeOnHim drawbridge pulverizing anything it's dropped on]]. It's a suprisingly versatile tool, used commonly as a death trap and even more often for garbage disposal, or to fling invaders and other stuff high into the air (with practical and [[ItAmusedMe unpractical]] uses).
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* '''VideoGame/NBAJam'' allows players to knock down and gang up on other players to weaken them. This resulted in some house rules in which people would gang up on a player they didn't like, or to weaken each other as much as possible and then play the game with a heavily injured team.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/GearsOfWar'' is one of the most well-known shooters with [[TakeCover a cover system]], but people who've played its multiplayer will know that the only thing anyone actually ''uses'' its cover system for is "wallbouncing". Since sliding into cover is faster than running, people repeatedly bounce between pieces of cover (if they're good enough at it they never even touch cover and just repeatedly cancel out of the slide and start the next one) in order to move around the map quickly or dodge incoming shots. Anyone who doesn't currently have a power weapon will be bouncing around the map with the [[ShotgunsAreJustBetter Gnasher Shotgun]], since its reliable hipfire and ability to OneHitHill at close range makes it a perfect match for this particular playstyle, which is [[ComplacentGamingSyndrome so ubiquitous]] that deviating from it tends to invite hatred and get you called NoTrueScotsman (even so much as ''aiming'' the shotgun instead of hipfiring it will make a few especially hardcore players mad). Whether this is EmergentGameplay or GameplayDerailment probably [[BrokenBase depends on the person you're talking to]], but it did lead to the series adding mechanics or weapons in later entries to try to counter it. None of which worked particularly well, because it's simply that good.

to:

* ''VideoGame/GearsOfWar'' is one of the most well-known shooters with [[TakeCover a cover system]], but people who've played its multiplayer will know that the only thing anyone actually ''uses'' its cover system for is "wallbouncing". Since sliding into cover is faster than running, people repeatedly bounce between pieces of cover (if they're good enough at it they never even touch cover and just repeatedly cancel out of the slide and start the next one) in order to move around the map quickly or dodge incoming shots. Anyone who doesn't currently have a power weapon will be bouncing around the map with the [[ShotgunsAreJustBetter Gnasher Shotgun]], since its reliable hipfire and ability to OneHitHill OneHitKill at close range makes it a perfect match for this particular playstyle, which is [[ComplacentGamingSyndrome so ubiquitous]] that deviating from it tends to invite hatred and get you called NoTrueScotsman (even so much as ''aiming'' the shotgun instead of hipfiring it will make a few especially hardcore players mad). Whether this is EmergentGameplay or GameplayDerailment probably [[BrokenBase depends on the person you're talking to]], but it did lead to the series adding mechanics or weapons in later entries to try to counter it. None of which worked particularly well, because it's simply that good.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/GearsOfWar'' is one of the most well-known shooters with [[TakeCover a cover system]] but people who've played its multiplayer will know that its players without power weapons tend to actually use the cover system to suddenly to close-in or dodge shots from the enemy by quickly sticking onto or bouncing off a wall as they try to blast them apart with the Gnasher shotgun rather than using, say, the series' iconic chainsaw-bayonet Lancer assault rifle. Whether this is EmergentGameplay or GameplayDerailment probably [[BrokenBase depends on the person you're talking to]], but it did lead to the series adding mechanics or weapons in later entries to try to counter this [[ComplacentGamingSyndrome highly prevalent tendency]]. Regardless of which side one would be on, it was popular enough for many of the supporting side to go NoTrueScotsman over it.

to:

* ''VideoGame/GearsOfWar'' is one of the most well-known shooters with [[TakeCover a cover system]] system]], but people who've played its multiplayer will know that its players without power weapons tend to the only thing anyone actually use the ''uses'' its cover system for is "wallbouncing". Since sliding into cover is faster than running, people repeatedly bounce between pieces of cover (if they're good enough at it they never even touch cover and just repeatedly cancel out of the slide and start the next one) in order to suddenly to close-in move around the map quickly or dodge shots from the enemy by quickly sticking onto or incoming shots. Anyone who doesn't currently have a power weapon will be bouncing off a wall as they try to blast them apart around the map with the [[ShotgunsAreJustBetter Gnasher Shotgun]], since its reliable hipfire and ability to OneHitHill at close range makes it a perfect match for this particular playstyle, which is [[ComplacentGamingSyndrome so ubiquitous]] that deviating from it tends to invite hatred and get you called NoTrueScotsman (even so much as ''aiming'' the shotgun rather than using, say, the series' iconic chainsaw-bayonet Lancer assault rifle. instead of hipfiring it will make a few especially hardcore players mad). Whether this is EmergentGameplay or GameplayDerailment probably [[BrokenBase depends on the person you're talking to]], but it did lead to the series adding mechanics or weapons in later entries to try to counter this [[ComplacentGamingSyndrome highly prevalent tendency]]. Regardless it. None of which side one would be on, it was popular enough for many of the supporting side to go NoTrueScotsman over it.worked particularly well, because it's simply that good.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/GearsOfWar'' is one of the most well-known shooters with [[TakeCover a cover system]] but people who've played its multiplayer will know that its players without power weapons tend to actually use the cover system to suddenly to close-in or dodge shots from the enemy by quickly sticking onto or bouncing off a wall as they try to blast them apart with the Gnasher shotgun rather than using, say, the series' iconic chainsaw-bayonet Lancer assault rifle. Whether this is EmergentGameplay or GameplayDerailment probably [[BrokenBase depends on the person you're talking to]], but it did lead to the series adding mechanics or weapons in later entries to try to counter this [[ComplacentGamingSyndrome highly prevalent tendency]].

to:

* ''VideoGame/GearsOfWar'' is one of the most well-known shooters with [[TakeCover a cover system]] but people who've played its multiplayer will know that its players without power weapons tend to actually use the cover system to suddenly to close-in or dodge shots from the enemy by quickly sticking onto or bouncing off a wall as they try to blast them apart with the Gnasher shotgun rather than using, say, the series' iconic chainsaw-bayonet Lancer assault rifle. Whether this is EmergentGameplay or GameplayDerailment probably [[BrokenBase depends on the person you're talking to]], but it did lead to the series adding mechanics or weapons in later entries to try to counter this [[ComplacentGamingSyndrome highly prevalent tendency]]. Regardless of which side one would be on, it was popular enough for many of the supporting side to go NoTrueScotsman over it.
Is there an issue? Send a MessageReason:
None

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[[folder:Third Person Shooter]]
* ''VideoGame/GearsOfWar'' is one of the most well-known shooters with [[TakeCover a cover system]] but people who've played its multiplayer will know that its players without power weapons tend to actually use the cover system to suddenly to close-in or dodge shots from the enemy by quickly sticking onto or bouncing off a wall as they try to blast them apart with the Gnasher shotgun rather than using, say, the series' iconic chainsaw-bayonet Lancer assault rifle. Whether this is EmergentGameplay or GameplayDerailment probably [[BrokenBase depends on the person you're talking to]], but it did lead to the series adding mechanics or weapons in later entries to try to counter this [[ComplacentGamingSyndrome highly prevalent tendency]].
[[/folder]]
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* ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' is largely geared toward this, as unlike in other Legend of Zelda games, the player is provided a large variety of tools very early on with little more direction in the vast open world than 'defeat Ganon in Hyrule Castle.' Getting to certain areas requires players to figure out how to overcome the hazards, notably Death Mountain's obscene heat that will constantly damage the player and set fire to all wooden equipment. It will often nudge players to a particular way of achieveing it, such as stumbling on an NPC who will sell the player heat-proofing potions to get up Death Mountain, but several other methods exist for making the hazardous treck through the land's hottest environment, including [[https://youtu.be/7ywPA9_S0qk?t=958 floating from a nearby tower to a hot spring and making a deadly run up toward a guy with a mission to obtain a piece of fireproof armour,]] or simply stuffing your face with healing foods as you run to the Goron City where the entire fireproof armour set can be purchased.
** Tackling enemy strongholds also promotes a lot of emergent behaviour. Do you run in sword-swinging everything and brute forcing through an encounter? Do you fire arrows from a distance to thin the crowd a bit before taking them on? Do you roll a boulder down a nearby hill into some conveniently placed explosive barrels? Do you wait until it's night time so the enemies are fast asleep, letting you sneak around and off them one by one with a single, clean swing to their peacefully snoozing faces?
** This is also apparent in certain shrines, as puzzles can often be beaten in alternate ways. One good example involves a motion-controlled balancing puzzle guiding a ball through a maze. The entire maze can be flipped upside down and the player can simply guide the ball straight to the intended path, bypassing the maze completely.
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* ''VideoGame/{{Pokemon}}'': The entire metagame idea of [[CharacterTiers "tiers"]] is an emergent gameplay feature.

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* ''VideoGame/{{Pokemon}}'': ''Franchise/{{Pokemon}}'': The entire metagame idea of [[CharacterTiers "tiers"]] is an emergent gameplay feature.
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Unlike (but closely related to) GameplayDerailment, emergent gameplay features are generally seen as positive developments. May result from GoodBadBugs, but bugs are not necessary. {{Metagame}}s of competitive games are examples of emergent gameplay. SequenceBreaking and {{speedrun}}ning are also examples, as are VideoGameCaringPotential and VideoGameCrueltyPotential when not tied to the actual plot. The ImmersiveSim genre puts emergent gameplay on the forefront of its game design.

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Compare EmergentNarrative. Unlike (but closely related to) GameplayDerailment, emergent gameplay features are generally seen as positive developments. May result from GoodBadBugs, but bugs are not necessary. {{Metagame}}s of competitive games are examples of emergent gameplay. SequenceBreaking and {{speedrun}}ning are also examples, as are VideoGameCaringPotential and VideoGameCrueltyPotential when not tied to the actual plot. The ImmersiveSim genre puts emergent gameplay on the forefront of its game design.
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* Dominance in [[CreatureBreedingMechanic dragon breeding sim]] ''VideoGame/FlightRising'' was intended as, essentially, a [[MoneySink dragon sink]]--a way to reconcile the mechanics of having infinite dragons but finite lair space by allowing people to get rid of dragons permanently ("exalting" them to the player's flight's deity) in exchange for currency, with the three flights that exalt the most dragons relative to their active populations gaining minor in-game bonuses. To say that it worked is an understatement; players soon realized that they could intentionally exalt as many dragons as possible to gain dominance during a particular week, and thus dom pushes were born. Particularly intense conquest battles involve flights exalting thousands of dragons, player-organized events and raffles to encourage players of non-participating flights to give or sell dragons for the organizers' flight to exalt, and the winners [[PyrrhicVictory spending so much treasure that they can't take advantage of the actual benefits of having dominance]]. It's such a big part of the game that a not-insignificant section of players either ignore the actual dragon breeding altogether or only breed dragons for the sole purpose of exalting them.

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Unlike (but closely related to) GameplayDerailment, emergent gameplay features are generally seen as positive developments. May result from GoodBadBugs, but bugs are not necessary. {{Metagame}}s of competitive games are examples of emergent gameplay. SequenceBreaking and {{speedrun}}ning are also examples, as are VideogameCaringPotential and VideogameCrueltyPotential when not tied to the actual plot. The ImmersiveSim genre puts emergent gameplay on the forefront of its game design.

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Unlike (but closely related to) GameplayDerailment, emergent gameplay features are generally seen as positive developments. May result from GoodBadBugs, but bugs are not necessary. {{Metagame}}s of competitive games are examples of emergent gameplay. SequenceBreaking and {{speedrun}}ning are also examples, as are VideogameCaringPotential VideoGameCaringPotential and VideogameCrueltyPotential VideoGameCrueltyPotential when not tied to the actual plot. The ImmersiveSim genre puts emergent gameplay on the forefront of its game design.



[[folder: Action Adventure]]
* ''Videogame/{{Metroid}}'': The maze-like structure and open-endedness of the first game was very interesting to {{speedrun}}ners, since it allowed them to devise and test alternative routes, intended [[SequenceBreaking or not]], through the game. Its third installment, ''Super Metroid'', continues to be a widely-appreciated game, with GoodBadBugs still being discovered that allow new speed tricks. Furthermore, said openness helped give rise to the {{metroidvania}} genre.

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[[folder: Action [[folder:Action Adventure]]
* ''Videogame/{{Metroid}}'': ''Franchise/{{Metroid}}'': The maze-like structure and open-endedness of [[VideoGame/Metroid1 the first game game]] was very interesting to {{speedrun}}ners, since it allowed them to devise and test alternative routes, intended [[SequenceBreaking or not]], through the game. Its third installment, ''Super Metroid'', ''VideoGame/SuperMetroid'', continues to be a widely-appreciated game, with GoodBadBugs still being discovered that allow new speed tricks. Furthermore, said openness helped give rise to the {{metroidvania}} {{Metroidvania}} genre.



[[folder: Fighting Game]]
* ''{{Combos}}'' in FightingGames started out as this. Players were never intended to be able string multiple attacks together in the original ''VideoGame/StreetFighterII'', however once the players figured out how to do them, the developers [[AscendedGlitch acknowledged]] them, as did every other fighting game developer at the time. Even today, the majority of the combos in these games are things that the players themselves create. In fact, it's generally acknowledged that one of the marks of a good fighting game is how much freedom it provides the player in terms of developing combos.
* ''Videogame/SuperSmashBros'':
** Released as a fun, random, chaotic party game, Super Smash Bros. 64 and Melee have garnered much competitive attention for their astonishing, completely accidental technical depth. [[https://www.youtube.com/watch?v=vXgpGBbh5r8 This video]] doesn't even begin to explain.
** ''Super Smash Bros. Brawl'' was a [[AvertedTrope conscious attempt]] to close the gaping chasm between skill levels in Melee, by slowing the overall pace and streamlining most high level techniques out. Opinions on the matter are mixed; most competitive players will point out that Melee was still a perfectly functional party game for people who didn't care to learn to wavedash, and casual players openly appreciate a larger character roster, stage selection and item list. All the same, competitive play developed, a new metagame arose and the skill gap opened anew.\\

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[[folder: Fighting [[folder:Fighting Game]]
* ''{{Combos}}'' in FightingGames {{Fighting Game}}s started out as this. Players were never intended to be able string multiple attacks together in the original ''VideoGame/StreetFighterII'', however once the players figured out how to do them, the developers [[AscendedGlitch acknowledged]] them, as did every other fighting game developer at the time. Even today, the majority of the combos in these games are things that the players themselves create. In fact, it's generally acknowledged that one of the marks of a good fighting game is how much freedom it provides the player in terms of developing combos.
* ''Videogame/SuperSmashBros'':
''VideoGame/SuperSmashBros'':
** Released as a fun, random, chaotic party game, Super Smash Bros. 64 ''VideoGame/SuperSmashBros64'' and Melee ''[[VideoGame/SuperSmashBrosMelee Melee]]'' have garnered much competitive attention for their astonishing, completely accidental technical depth. [[https://www.youtube.com/watch?v=vXgpGBbh5r8 This video]] doesn't even begin to explain.
** ''Super Smash Bros. Brawl'' ''VideoGame/SuperSmashBrosBrawl'' was a [[AvertedTrope conscious attempt]] to close the gaping chasm between skill levels in Melee, ''Melee'', by slowing the overall pace and [[ObviousRulePatch streamlining most high level high-level techniques out. out]]. [[CasualCompetitiveConflict Opinions on the matter matter]] [[ContestedSequel are mixed; mixed]]; most competitive players will point out that Melee was still a perfectly functional party game for people who didn't care to learn to wavedash, and casual players openly appreciate a larger character roster, stage selection and item list. All the same, competitive play developed, a new metagame {{metagame}} arose and the skill gap opened anew.\\



One of the major things they were trying to get rid of were a lot of so-called "technical skills" - that is to say, very difficult to execute in-game commands which require a lot of practice to perform. Mechanics like wavedashing (which more or less replaced normal movement in Super Smash Bros. Melee) and L-cancelling (which was simply a case of bad design - there's never any reason not to l-cancel every move ever, so why is it the game in the first place?) were deliberately removed in order to simplify the controls. They largely succeeded at that, but the more people practice a fighting game, the more emergent gameplay tends to come out.

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One of the major things they were trying to get rid of were a lot of so-called "technical skills" - -- that is to say, very difficult to execute in-game commands which require a lot of practice to perform. Mechanics like wavedashing (which ([[GameplayDerailment which more or less replaced normal movement movement]] in Super ''Super Smash Bros. Melee) Melee'') and L-cancelling (which was simply a case of bad design - -- there's never any reason not to l-cancel L-cancel every move ever, so why is it the game in the first place?) were deliberately removed in order to simplify the controls. They largely succeeded at that, but the more people practice a fighting game, the more emergent gameplay tends to come out.



[[folder: First Person Shooter]]
* Originally, ''Starsiege {{VideoGame/Tribes}}'' was a tactical FPS, based on vehicles, and teamwork with massive open maps that would be nigh-impossible to practically cross on foot. And then players discovered that by "Hopping" using their jetpacks, they could essentially disable friction for their character, letting them "Ski" down slopes at immense speeds, and use the built up momentum to hurl themselves across the map. Soon players were using client-side macros to automate skiing at the ideal rate, superseding vehicles as the favored form of transportation. By Tribes 2, [[AscendedGlitch skiing had become an official feature]], and the game's largely projectile-based arsenal would lead to a game of speed, trajectory prediction, and reflexes, with the well-earned title of "World's fastest shooter".

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[[folder: First [[folder:First Person Shooter]]
* Originally, ''Starsiege {{VideoGame/Tribes}}'' VideoGame/{{Tribes}}'' was a tactical FPS, based on vehicles, and teamwork with massive open maps that would be nigh-impossible to practically cross on foot. And then players discovered that by "Hopping" using their jetpacks, they could essentially disable friction for their character, letting them "Ski" down slopes at immense speeds, and use the built up momentum to hurl themselves across the map. Soon players were using client-side macros to automate skiing at the ideal rate, superseding vehicles as the favored form of transportation. By Tribes 2, [[AscendedGlitch skiing had become an official feature]], and the game's largely projectile-based arsenal would lead to a game of speed, trajectory prediction, and reflexes, with the well-earned title of "World's fastest shooter".



[[folder: MMORPG]]
* In ''FinalFantasyXI'', the ninja job was introduced with the intention that players would use it as a damage dealer that would use magical ninjutsu to supplement physical damage. However, players discovered that the Utsusemi ninjutsu, which would nullify attacks for a few times, coupled with the ninja's great evasion stats, made it a great choice for a tank. Eventually, developers began producing gear for ninjas that complemented this play style instead.

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[[folder: MMORPG]]
[[folder:MMORPG]]
* In ''FinalFantasyXI'', ''VideoGame/FinalFantasyXI'', the ninja job was introduced with the intention that players would use it as a damage dealer that would use magical ninjutsu to supplement physical damage. However, players discovered that the Utsusemi ninjutsu, which would nullify attacks for a few times, coupled with the ninja's great evasion stats, made it a great choice for a tank. Eventually, developers began producing gear for ninjas that complemented this play style instead.



[[folder: Pinball]]

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[[folder: Pinball]][[folder:Pinball]]



[[folder: Real Time Strategy]]
* ''Videogame/{{Starcraft}}'': being able to tell where a (competitive) opponent's base is by how long it takes their scout to find you.

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[[folder: Real [[folder:Real Time Strategy]]
* ''Videogame/{{Starcraft}}'': ''VideoGame/{{Starcraft}}'': being able to tell where a (competitive) opponent's base is by how long it takes their scout to find you.



[[folder: Role Playing Game]]
* ''Videogame/{{Pokemon}}'': the entire metagame idea of "tiers" is an emergent gameplay feature.

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[[folder: Role [[folder:Role Playing Game]]
* ''Videogame/{{Pokemon}}'': the ''VideoGame/{{Pokemon}}'': The entire metagame idea of "tiers" [[CharacterTiers "tiers"]] is an emergent gameplay feature.



[[folder: Simulation Game]]
* ''VideoGame/KerbalSpaceProgram'': Due to the game's WideOpenSandbox nature and [[DesignItYourselfEquipment the diversity of available parts]], quite a few people find ways to have fun with the game without launching rockets into space at all, or by finding unusual uses for game parts. [[http://imgur.com/a/dhHfr#0 Geofley's]] [[https://www.youtube.com/watch?v=f5Sj-NX3aS4 Cove]], a fully aquatic base on Laythe,[[note]]A moon with a mostly-ocean surface that orbits one of the other planets in the local solar system[[/note]] is one of the ''less'' outlandish examples.

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[[folder: Simulation [[folder:Simulation Game]]
* ''VideoGame/KerbalSpaceProgram'': Due to the game's WideOpenSandbox nature and [[DesignItYourselfEquipment the diversity of available parts]], quite a few people find ways to have fun with the game without launching rockets into space at all, or by finding unusual uses for game parts. [[http://imgur.com/a/dhHfr#0 Geofley's]] [[https://www.youtube.com/watch?v=f5Sj-NX3aS4 Cove]], Cove,]] a fully aquatic base on Laythe,[[note]]A Laythe [[note]]a moon with a mostly-ocean surface that orbits one of the other planets in the local solar system[[/note]] system[[/note]], is one of the ''less'' outlandish examples.



[[folder: Stealth Game]]

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[[folder: Stealth [[folder:Stealth Game]]



[[folder: TTRPG]]
* Starting in ''TabletopGame/DungeonsAndDragons'' 3rd edition, the codifying of rules that were previously [[RuleZero only the purview of the DM]] combined with the rise of the internet (and with it the ability to easily share information) led to optimization. Among the most well-known (and controversial) outcomes of this optimization were [[http://www.brilliantgameologists.com/boards/?topic=1002.0 the tier system for classes in 3.5e]], and [[http://www.giantitp.com/forums/showthread.php?104002-3-5e-The-Logic-Ninja-s-Guide-to-Wizards-Being-Batman the guide to being Batman in 3.5e]], a wizard playstyle that eschews traditionally-popular spells like Fireball to instead prepare spells that buff party members, debuff enemies, control the battlefield, perform utility tasks, or instantly kill/render helpless enemies.

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[[folder: TTRPG]]
[[folder:TTRPG]]
* Starting in ''TabletopGame/DungeonsAndDragons'' 3rd edition, the codifying of rules that were previously [[RuleZero only the purview of the DM]] combined with the rise of the internet (and with it the ability to easily share information) led to optimization. Among the most well-known (and controversial) outcomes of this optimization were [[http://www.brilliantgameologists.com/boards/?topic=1002.0 the tier system for classes in 3.5e]], 5e,]] and [[http://www.giantitp.com/forums/showthread.php?104002-3-5e-The-Logic-Ninja-s-Guide-to-Wizards-Being-Batman the guide to being Batman in 3.5e]], 5e,]] a wizard playstyle that eschews traditionally-popular spells like Fireball to instead prepare spells that buff party members, debuff enemies, control the battlefield, perform utility tasks, or instantly kill/render helpless enemies.



[[folder: Web Game]]
* ''Videogame/GoCrossCampus'': Spies (people signing up accounts on opposing teams), Special Forces (people who make their moves late in the turn so as to prevent spies from being effective), and Swaps ("trading" territories between allied teams to give both teams conquer bonuses).
* ''Videogame/NationStates'': The World Assembly Delegate election system gave birth to Raiding/Defending, where organizations compete to take over or protect regions by forcefully electing someone and using the delegacy's powers such as regional appearance or ejecting nations.

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[[folder: Web [[folder:Web Game]]
* ''Videogame/GoCrossCampus'': ''VideoGame/GoCrossCampus'': Spies (people signing up accounts on opposing teams), Special Forces (people who make their moves late in the turn so as to prevent spies from being effective), and Swaps ("trading" territories between allied teams to give both teams conquer bonuses).
* ''Videogame/NationStates'': ''VideoGame/NationStates'': The World Assembly Delegate election system gave birth to Raiding/Defending, where organizations compete to take over or protect regions by forcefully electing someone and using the delegacy's powers such as regional appearance or ejecting nations.



[[folder: Wide Open Sandbox]]
* ''Videogame/{{Terraria}}'':

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[[folder: Wide [[folder:Wide Open Sandbox]]
* ''Videogame/{{Terraria}}'':''VideoGame/{{Terraria}}'':



* ''Videogame/{{Minecraft}}'': The game as a whole has a lot of this, but one of the most notable examples is the redstone system of which a wide manner of contraptions have been made, including 16-bit computers.

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* ''Videogame/{{Minecraft}}'': ''VideoGame/{{Minecraft}}'': The game as a whole has a lot of this, but one of the most notable examples is the redstone system of which a wide manner of contraptions have been made, including 16-bit computers.



[[folder: Other]]

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[[folder: Other]][[folder:Other]]

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