I would like to add another, which I thought could have been exploited to great effect in Amnesia.
The Agonizing Decision
I'm going to use an example from Amnesia.
I would like to see this kind of situation placed before the player as an Agonizing Decision. Your time is running out (you're in danger with a time limit), and you have to decide whether or not to make this sacrifice or try and find another way. The game would present you with this kind of choice several times; sometimes there would be another way and sometimes there wouldn't (you would have to either take a chance on your action or explore to find out). The moment at which you had to decide what to do, with time running out, would heighten the tension of the Agonizing Decision. Perhaps you would come to regret your choice later, perhaps you would spend the rest of the game wondering if you had made the best choice.