An entity or player can instantiate new entities in the game. In some cases, this is done through directy player input, where there is no game entity creating another game entity. Entities can also create other entities either through player direction or based on an AI decision. Creation can be instantaneous, or can be developed over time. Creation may require no prior resources, or it may utilize resources available to the player or game entity.
If an entity was not represented in the game world, but it's existance was implied, it is not considered creation when the entity is represented on the screen. An obvious example of this is a new enemy appearing on screen in a shooter. The enemy did exist in the game world prior to appearing on screen, and therefore was not "created" at that instance. Equally important, again using a shooter as an example, entities do not "create" bullets (or lasers, etc) by shooting. Instead, these projectile entities had an implied existance within the weapon despite the fact that they were not yet represented.
In Advance Wars, a player can create units at certain owned properties. Creation requires funds which is a resource controlled by how many buildings a player controls each turn. Creation of units is instantaneous but the unit can't be moved until next turn. Airplanes can only be spawned at airports, ships can only be spawned at ports, and ground vehicles and infantry are spawned at bases. Infantry can capture more buildings to increase funds resource or capture buildings that can spawn more units.
In Starcraft, a player can create units at his buildings. The creation process takes time; the amount of time depends on the unit. After the predetermined creation time, the unit is created and located next to the building that the player used to create the unit. The creation of units requires resources; the amount of resources depends on the unit.
In Gauntlet, the generators create more monsters. When a generator is removed, no more monsters are created from that generator.
In Katamari Damacy, the point of each level is to create the katamari per certain specifications. This is a weak example because what the player eventually creates really is not functional once it is created. Although you are using the items presented to you in the world and taking time to gradually create it, once you're done the katamari essentially is not used again. It is evaluated and regardless of how good or bad it is it is created into a star. The player spends time creating an object they essentially never see or use again.
It is also a weak example because since the Katamari that is created is effectively the result of a process of accumulation of other existing objects. Is it really a new object or not? The Katamari does have properties that are different from the individual objects "captured", however it doesn't change in itself (other than becoming larger).
Knights of the Old Republic
In Knights of the Old Republic, the main goal over most of the course of the game is to search for parts of the Star Map. Once completed, the Star Map will point the player to the location of an ancient weapon upon which the outcome of the game is based. The exact process by which the characters gather the parts of the Star Map isn't made explicit, but the Star Map becomes more and more detailed as the player progresses.
Game Ontology Relations