When a game is developed, its designers come up with some core gameplay mechanics. As players play these games, however, they come up with new strategies and ideas resulting from putting individual mechanics together.

This article (of necessity) will only list notable examples, such as ones that have been given names by players.

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.




[[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 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.
** The Metroid series and the metroidvania genre in general allow for the emergent gameplay feature of SequenceBreaking as dedicated players try to figure out just how little time (or items) they'd need to get through a game. (Said players were also quite disappointed when Metroid Fusion didn't allow sequence-breaking.)

[[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, 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.
*** 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.
* ''VideoGame/{{Nidhogg}}'' is based around a six button/key control scheme, with a very advanced set of actions, even when four of those buttons are directional buttons.

[[folder: First Person Shooter]]
* The idea for ''Left4Dead'' came about when Turtle Rock Studios (who developed [=L4D=]) were developing the bots for ''Counter-Strike: Condition Zero'' and decided to play game where there were a ton of bots, players versus bots, and the bots on very hard with knives only. The result is very similar to the Horde Zerg rushing at times in [=L4D=].
* 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.

[[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.

[[folder: Pinball]]
* Nudging a {{pinball}} machine to save an otherwise doomed ball has become an allowed maneuver in competitions. The technique of banging the bottom of the table to knock the ball over a divider and back into play, on the other hand, remains universally banned. As long as you don't tilt.

[[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.

[[folder: Role Playing Game]]
* ''Videogame/{{Pokemon}}'': the entire metagame idea of "tiers" is an emergent gameplay feature.
* ''SecondLife'' isn't a game itself but the building tools allow for the construction of games and there are many. There's also the ongoing game between trolls and player run anti-troll security.

[[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]] [[http://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.
* ''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.

[[folder: Stealth Game]]
* In some installments of the ''VideoGame/{{Thief}}'' series:
** Players were able to figure out that throwing a wooden crate onto a ledge and then shooting a rope arrow into it was one way of being able to use rope arrows in a space that otherwise seemed unsuitable to them (as they can only stick into wood or soil). The FanSequel ''The Dark Mod'' actually notes and briefly touches upon utilising the crate-roping method in its tutorial mission.
** Then there are the occassional cases of players tricking various, mutually hostile [=NPCs=] into fighting each other.

[[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).

[[folder: Wide Open Sandbox]]
* ''Videogame/{{Terraria}}'': the Hellevator (a vertical tunnel stretching from the surface down to Hell) and the Skybridge (a bridge in mid-air, used to traverse the upper part of the map and for quick horizontal travel). Also several methods to exploit GoodBadBugs to generate lava.
* ''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.