David Jacob Varon, Indication in architectural design; a natural method of studying architectural design with the help of indication as a means of analysis (New York, 1916).
seen from United States
seen from Germany

seen from T1
seen from China
seen from United States
seen from South Korea

seen from United States
seen from United States
seen from United States
seen from United States
seen from United States
seen from China
seen from Netherlands
seen from South Korea
seen from China
seen from United States

seen from Netherlands
seen from South Africa

seen from United States
seen from United States
David Jacob Varon, Indication in architectural design; a natural method of studying architectural design with the help of indication as a means of analysis (New York, 1916).

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
James Ward, Progressive design for students, (Chapman and Hall: 1902).
I think the most interesting type of mechanic in video games is the variety of different ways in old school RPGs that they introduce some kind of risk to sticking around in a dungeon for too long. And no, I don't mean hunger or fatigue mechanics; those are everywhere.
I'm talking things that come in and out of nowhere and kill you. For example, the Reaper in Persona games (which also doubles as a late-game superboss), FOEs from Etrian Odyssey (and Metaphor now, apparently), and monster houses in Mystery Dungeon.
Oh sorry, did I say monster houses in Mystery Dungeon? I meant monster parties in Rogue. Somehow, that mechanic from the original Rogue that didn't make it into modern western roguelikes is still present in most eastern ones. Consider that if you're too rigid about the Berlin Interpretation.
The interesting thing about this is that it goes back to what is virtually the roots of the computer RPG. They were originally made by the kind of people who played D&D as a wargame, where an adversarial relationship between the player and the Game Master was expected. In fact, it was part of the fun. So this is the video game equivalent of "took too long, the monsters ambush you."
In the original context, this wasn't a purposeful design decision, but a quick fix by Game Masters who weren't using a ruleset that had any written-in way to prevent dawdling. But in the video game genre of dungeon crawling RPGs, it was imported wholesale. It's a bit like the "killer shopkeep" in that regard.
Most RPGs outside old school dungeon crawlers simply have hunger and fatigue mechanics or more traditional randomness as the main thing making sticking around in a dungeon too risky, but it's nice that these mechanics still survive in this very much extant genre.
So, a while back (like, 10+ years ago,) I had a hot take that the Pokémon series should have gone in a wildly different direction after Gen IV. My idea was that you'd basically split the Pokémon games into two things:
A narrative continuation of the past series, focused on the preexisting setting. These games would be more focused on worldbuilding and be significantly more experimental than the main series had been up to that point.
A mechanical continuation of the past series, basically functioning also as a spiritual successor to the Stadium games. This would refine the gameplay mechanics of Gens I-IV in a manner similar to many other multiplayer games, without introducing too many new Pokémon or mechanics to mitigate power creep.
You can imagine my surprise now that they're basically doing this. The Legends subseries is number 1, and soon enough "we have Showdown at home" Pokémon Champions is coming out and is basically doing the competitive thing the games really struggle to while bound to being a mainline Pokémon game. The only part I didn't accidentally predict is that there are still going to be mainline Pokémon games.
This was supposed to be a hot take. What do you mean Game Freak and I had the exact same braincell? Maybe this is just the obvious direction to take when most older fans and even Game Freak themselves have become fatigued with making the same game over and over. Legends Z-A certainly seems to be "for the long-time fans" in a lot of ways, moreso than just about any game (even Arceus).
Ernest A. Batchelder, The principles of design (Chicago : Inland Printer Co., 1908).

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
James Ward, Progressive design for students, (Chapman and Hall: 1902).
Day, Lewis F., 1845-1910: The anatomy of pattern (B.T. Batsford, 1887).