Limiting System
Unless one is attempting to play a round of Calvinball, games need to establish and consistently enforce a set of rules, and many of those rules exist to stop players from doing too much of something. This could be to promote an even field in multiplayer games, to keep players safe (in both the physical world and the virtual world), to pose an extra challenge to the player, or to just make the game playable with a finite amount of human effort or computing resources.
Some broad examples:
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Inventory systems primarily exist to stop the player from hauling around an infinite amount of stuff on their characters. For computerized games this may have been an actual lack of memory or processing power back in the early days, but even on modern modern hardware having a huge inventory can still pose UX and storage issues. Having a limited inventory forces the player to strategically choose what to take with them, which can add an element of challenge to the game.
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Combat systems need to regulate the amount of actions a player can take in a given amount of time, in order for all sides to have a chance of winning, and for the actual computation (by hand or computerized) to be carried out quickly enough. In the case of networked games, data must be pushed to each client in order to keep them in sync, which further restricts how many actions can happen.