Gameplay based: if you’re gaining points rapidly, pitch them up as you go. If it’s a hard hit, etc.
Material sounds: modern games don’t do this anymore but physically based sounds for each material. Physics impacts, hits, etc.
Fatigue: for long play type games, need to have enough bass, not blow out your ears with high pitched noises, and have a mix of long/short tail as needed. It’s something TV/film sound designers won’t understand at first since their media isn’t designed to be as replayable.
Ego fantasy: should always serve the player’s ego and fantasy.