This principle is presented in the context of ComputerGames in The_Case_For_Game_Design_Patterns?. Within that context, proxies are a common method with numerous examples.

Compelling examples are harder to find in the field of BoardGames.

Many games use various fields of accomplishment (ParallelChallenges) as proxies for winning the game.

At this point, we may have generalized the rule to the point of uselessness?

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