i look for flaws in the programming of the game, and i exploit those flaws to my advantage.
i pay particular attention to potential triggers, and i always save a game at a point where i think i will activate a trigger. then i look for ways to circumvent those triggers.
an example:
at the moment, i am playing a rather old game called "spellforce- order of dawn", and after about the 4th level, it became very arduous because as soon as i activated a monument and started creating workers to build the buildings, and collect the resources that i needed to produce an army, i was being swamped by enemies and it was only a "cut throat" micromanaged resistance that could fend off the attackers advances, and they occurred every 5 minutes.
i was thinking "this game is for thick heads who just want to pump out soldiers and listen to the sound of blades eternally thwacking each other", when i suddenly realized that it was my action of activating a monument that started the spawn process of the enemies.
my character regenerates health and is quite capable of attacking all the spawn sites if i do it carefully and with thought. no new units near the spawn sites are created if i have not yet activated a monument, and so if i lure the default defending squad to their deaths by tempting them and running away to a measured distance, and fighting them in a rarefied fashion where i easily outclass them, and then i return unchallenged to their empty camp and destroy all their buildings, and a lightning strike graphic indicates that that spawn site is destroyed, then i can complete the level solo.
but if i activate a monument and build an army, it will take many arduous hours of continuous battles that are always extremely damaging to my armies......
i found a way to beat the game because i found a way to beat the code of the game.
i have exploited flaws in coding in every game i have played.