Immersive sims, such as "Deus Ex" and "System Shock", are games built around emergent gameplay. These games give the player-character a range of abilities and tools, and a consistent game world established by rules, but do not enforce any specific solution onto the player, though the player may be guided into suggested solutions. To move past a guard blocking a door, the player could opt to directly attack the guard, sneak up and knock the guard unconscious, distract the guard to move away from their post, or use parkour to reach an alternate opening well out of sight, among other solutions. In such games, it may be possible to complete in-game problems using solutions that the game designers did not foresee; for example in "Deus Ex", designers were surprised to find players using wall-mounted mines as pitons for climbing walls. A similar concept exists for roguelike games, where emergent gameplay is considered a high-value factor by the 2008 Berlin Interpretation for roguelikes.