- Application-Oriented Languages, such as Bubble's core, and engine definitions.
- Modules
- Game objects (where we frequently want to redefine common words and idiom switching can be automated at the CLI - each G.O. program is its own little world)
- Time-bound stuff: Game levels, quests, puzzles, cutscenes
- Games within games (example: the card game within Final Fantasy 9)
- Modal development tools