Rereading Dungeon Meshi and it's such an interesting series in how it's a deeply gamic story, but often the way it deploys game logic will be in ways that's rare to see in actual games. I think a lot about chapter 5, the one where Chilchuck really gets the spotlight for the first time.

It's super cool to see all the thief shit Chil needs to do to keep the party from dying badly from traps, but most games, especially multiplayer ones tend not to have elaborate digressions about trap disarmament.

Like sure lockpicking mini games are everywhere and some older crpgs like the early bioware games will have bits where you have to click on a bunch of traps on the ground, but any adventure game with combat where another gameplay approach, like stealth or something, isn't the main focus will tend to subordinate those systems to combat. I think a big part of that is the lineage of dungeons and dragon that established that adventuring in rpgs primarily looks like swinging swords and casting spells, but to be fair to dnd in a game with very distinct character classes like that having any one class with a complex mechanic the point is that the other players dont have the expertise to deal with (like the trap bit in dunmeshi) would make for a weird play flow.
But a manga like Dungeon Meshi doesn't really have to worry about player experience so it gets to do game things games dont get to do. It's really interesting to me and I'd be super curious to see if a game with the type of breadth of dungeon meshi could work
