I've found a nice exploration of this topic using a mindMap, on this site.
There are some topic that doesn't have sense even in high successful games (like minecraft, but is an example) but if you want to build or just analyze a game, you can start from this list.
I think that gameplay part is too short so I want to contribuite with some ideas:
- different mechanics used together to build new mechanics: for example jump and fire
- don't steal what player achieved: if player have a weapon, steal it is not fair
- show don't tell: don't force player to follow story, let player follow it (just think about Valve's games)
What do you think?