FUNDAMENTALS OF GAME DESIGN, SECOND EDITION
Interaction Model
The most commonly used interaction model for action games is the avatar, found in everything from the original Space Invaders to Half-Life 2. In games that involve exploration or defeating enemy attackers, it makes the most sense for the player to project his will into the game world at a single point, the location of the avatar. However, in subgenres in which the player neither fights nor explores, the avatar
model makes less sense. Tetris, for example, uses a puzzle-manipulation model. Lemmings uses an omnipresent model; the player may click any lemming at any time.
The nature of the actions you choose to include will tend to dictate your interaction model. Ask yourself what the player is going to do, and that will tell you how she should do it.