Now and again people discuss how to bring elements from video-games to TTRPGs. There’s a lot that is easy to bring: lore, item descriptions, monsters, maps. The same you could bring from a book. But they usually talk about translating mechanics (that work due to the nature of video-game button input and the calculations behind programming), or some undefined mood that comes from the entire presentation of a video-game, possible through the limited input and static design of that medium.
The famous “how to do Dark Souls combat in a TTRPG?” question. After thinking a bit, I can settle the issue.
Much like early RPG campaigns employed rules from all over including board games (following FKR principles), you can use video-games as resolution methods for your campaign.
Want Dark Souls combat? When a combat starts in the campaign, turn on the game and beat a boss. Downtime? Use any management game for a season and check the results. Domain game? Civilization. Mass combat? Choose your favorite RTS map. The list goes on.