Ammo systems and BioShock1 by
"The more I use it the more comfortable I get with it, and thus the more I use it. This increasing preference-for/reliance-on a single gun poses a couple problems from a game design standpoint."
Dishonored, and tactile interface metaphors  by
"The consistent and weighted emphasis of the moral dichotomy of player choice in Dishonored becomes only reinforced, as our bodily interactions with the controller approach our assumptions of how we might expect the actions to feel."