[1] Designers have attempted to encourage emergent play by providing tools to players such as placing web browsers within the game engine (such as in Eve Online, The Matrix Online), providing XML integration tools and programming languages (Second Life), fixing exchange rates (Entropia Universe), and allowing a player to spawn any object they desire to solve a puzzle (Scribblenauts).
[5] Such emergence may also occur in games through open-ended gameplay and sheer weight of simulated content, like in Minecraft, Dwarf Fortress or Space Station 13.
The games otherwise have no limits in how many components can be used and how long the process needs to complete, though through in-game leaderboards, players are encouraged to make more efficient solutions than their online friends.
[10][11] Minecraft and Dwarf Fortress also have emergent narrative features due to the abstraction of how elements are represented in game, allowing system-wide features to apply across multiple objects without the need to develop specialized assets for each different state; this can create more realistic behavior for non-player controlled entities that aid in the emergent narrative.
Starsiege: Tribes had a glitch in the physics engine which allowed players to "ski" up and down steep slopes by rapidly pressing the jump key, gaining substantial speed in the process.
The exploitation of this glitch became central to the gameplay, supplanting the vehicles that had been originally envisioned by the designers as the primary means of traversing large maps.
[16] The PlayStation 1 version of the 2004 edition of the FIFA series featured a selection of new attacking skills like off the ball running and touch sensitive passing, all of which were designed for analog controller use.
Completing games without getting certain items or by skipping seemingly required portions of gameplay results in sequence breaking, a technique that has developed its own dedicated community.
NetHack has over time codified many such challenges as "conduct" and acknowledges players who manage to finish characters with unbroken pacifist or vegetarian disciplines, for example.
[18] Other challenges have been built around reaching normally unreachable areas or items, sometimes using glitches or gameplaying tools, or by completing a level without using an important game control, such as the 'jump' button or joystick.
The practice of recording deathmatches in id Software's 1996 computer game Quake was extended by adding a narrative, thus changing the objective from winning to creating a film.
Some players provide real world services (like website design, web hosting) paid for with in-game currency.