Check out GUMSHOE from Pelgrane Press, if you haven't. It's a rules system built around investigation procedurals. I know you asked specifically for "concepts" as opposed to specific published games, but GUMSHOE (for all it's failings) makes it's primary directive the effort to address the issue of non-combat centric games treating non-combat like combat-centric games treat combat.
A better way of saying it is this: Call of Cthulhu, the first major investigation game, build it's investigation system off off DnD's combat system. But combat is inherently different from investigation, so the abstraction of "real life combat" into a game mechanic should inherently operate differently from the abstraction of "real life investigation" into a game mechanic. Pelgrane Press handles this by "de-gamifying" GUMSHOE in a big way, and eliminating a lot of the dice rolls you would find in CoC.
This works for me - in my CoC games, I like to roll as few dice as possible anyway. As long as the investigators are asking the right people the right questions at the right times, properly using contradictory evidence as leverage, coming up with smart plans and implementing them carefully, I'm going to reward that to the extent that seems appropriate. Dice rolls come up, of course, but as the years go by, I find myself asking my players to roll their dice less and less.
I suppose it's worth asking - is a game a game if there are no mechanics? At what point does it turn from a game into a literary or performance exercise, and if the players are having fun anyway, does it really matter whether it's a "game" or not? De Profundis is another game (which has recently been brought to my attention) that is entirely focused on
letter writing. The action of the story actually happens
outside of the "gameplay". There is only one "mechanic", which is a random table mechanic, and even that seems shoehorned in for indie gamers who would be turned off by something so freeform and game-less.
This idea seems like a blast to me, but I know that's a matter of personal taste. Another game that's been mentioned in this thread, which I personally love, is Fiasco, which is more or less completely mechanic-less (though not without rules and structure).
I think that a lot of gamers (myself included) get introduced to tabletop RPGs through combat games like DnD, Warhammer, or even video games like Final Fantasy or w/e (I'm not a video game player, so forgive me if that's the dumbest thing I've ever said). And coming from a gaming background where everything is related to fighting power, strategy, tactics, number crunching, min maxing, etc, it's hard to think about a game existing in less defined terms. But espionage, travel, investigation, crafting, whatever, they're all their own thing. A crafting game will probably need more hearty mechanics than an espionage game, and a romance game might not need hard and fast mechanics at all! Rules, sure. But not necessarily
mechanics.
That was really long winded, I apologize.
TL;DR - I personally think you're putting too much stock in quantitative mechanics, and that a mechanics heavy rules system lends itself to and makes sense in regards to a combat focused game more than it would for many, if not most, other genres. Rules-lite games can be fun as hell.
Last edited February 1, 2018 5:25 pm