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  • ...odeling and User-Adapted Interaction, pp 1-50. DOI 10.1007/s11257-016-9170-1. ...ssessment and Design in the Analysis of Gameplay]. Simulation & Gaming, 45(1), 41–69. doi:10.1177/1046878113513936
    14 KB (2,039 words) - 08:23, 13 January 2022
  • [[Emergent Gameplay]] (1+1=3) --[[User:Staffan Björk|Staffan Björk]] 07:18, 25 April 2010 (UTC) ...uh, including double jumping, e.g. http://www.giantbomb.com/double-jump/92-1/ and http://www.jorisdormans.nl/article.php?ref=artofjumping) --[[User:Staf
    45 KB (6,258 words) - 09:28, 24 November 2023
  • ...r combat can grind toward achievements of ''Honorable Kills'' (awarded for 1, 100, 500, 1000, 5000, 10000, 25000, 50000, and 10000 such kills). While th ...ss to give the [[Grind Achievements|Grind Achievement]] ''Sniper Milestone 1''.
    13 KB (1,922 words) - 08:07, 4 August 2022
  • === Example Game Mode 1 ===
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  • ...class and collect [[Achievements]] for that class (e.g. ''Sniper Milestone 1'', ''Sniper Milestone 2'', and ''Sniper Milestone 3'') while other yet pull
    18 KB (2,669 words) - 08:02, 4 August 2022
  • === Example Game Mode 1 ===
    557 bytes (69 words) - 19:41, 9 January 2011
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  • ...Holopainen, J. (2004). Patterns in Game Design. Charles River Media. ISBN 1-58450-354-8.</ref>
    22 KB (3,278 words) - 09:10, 21 September 2016
  • === Example Game Mode 1 ===
    544 bytes (63 words) - 19:31, 9 January 2011
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