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Showing below up to 250 results in range #101 to #350.
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- (hist) Player Characters [10,950 bytes]
- (hist) Tactical Planning [10,948 bytes]
- (hist) Budgeted Action Points [10,881 bytes]
- (hist) Internal Conflicts [10,872 bytes]
- (hist) Ephemeral Goals [10,847 bytes]
- (hist) Goal Hierarchies [10,798 bytes]
- (hist) Aim & Shoot [10,750 bytes]
- (hist) Area Control [10,721 bytes]
- (hist) Puzzle Solving [10,656 bytes]
- (hist) Late Arriving Players [10,651 bytes]
- (hist) Diegetically Outstanding Features [10,647 bytes]
- (hist) Game World Exploration [10,570 bytes]
- (hist) Asymmetric Starting Conditions [10,527 bytes]
- (hist) Cards [10,494 bytes]
- (hist) Collaborative Actions [10,403 bytes]
- (hist) Abstract Player Constructs [10,381 bytes]
- (hist) Difficulty Levels [10,329 bytes]
- (hist) Penalties [10,199 bytes]
- (hist) Spectators [10,166 bytes]
- (hist) Gain Information [10,161 bytes]
- (hist) Extended Actions [10,151 bytes]
- (hist) Enforced Agent Behavior [10,146 bytes]
- (hist) Third-Person Views [10,131 bytes]
- (hist) Focus Loci [10,100 bytes]
- (hist) Mediated Gameplay [10,072 bytes]
- (hist) Memorizing [10,065 bytes]
- (hist) Selectable Set of Goals [9,985 bytes]
- (hist) Health [9,898 bytes]
- (hist) Experimenting [9,883 bytes]
- (hist) Analysis Paralysis [9,878 bytes]
- (hist) Spawning [9,876 bytes]
- (hist) Quests [9,826 bytes]
- (hist) Betting [9,738 bytes]
- (hist) Social Adaptability [9,703 bytes]
- (hist) Drawing Stacks [9,697 bytes]
- (hist) Loyalty [9,590 bytes]
- (hist) Stealth [9,487 bytes]
- (hist) Player Killing [9,477 bytes]
- (hist) Bluffing [9,390 bytes]
- (hist) Trade-Offs [9,240 bytes]
- (hist) Pottering [9,212 bytes]
- (hist) Sanctioned Cheating [9,209 bytes]
- (hist) Performance Uncertainty [9,166 bytes]
- (hist) Temporal Consistency [9,154 bytes]
- (hist) Private Game Spaces [9,114 bytes]
- (hist) Traces [9,061 bytes]
- (hist) Downtime [9,051 bytes]
- (hist) Heterogeneous Game Element Ownership [9,039 bytes]
- (hist) Excise [9,036 bytes]
- (hist) Player/Character Skill Composites [8,987 bytes]
- (hist) Chat Channels [8,964 bytes]
- (hist) Supporting Goals [8,963 bytes]
- (hist) Grinding [8,956 bytes]
- (hist) Game State Overviews [8,954 bytes]
- (hist) Actions Have Diegetically Social Consequences [8,952 bytes]
- (hist) Tiles [8,945 bytes]
- (hist) Luck [8,912 bytes]
- (hist) Game World Navigation [8,886 bytes]
- (hist) Boss Monsters [8,884 bytes]
- (hist) Props [8,878 bytes]
- (hist) Dexterity-Based Actions [8,852 bytes]
- (hist) Handicap Achievements [8,790 bytes]
- (hist) Vehicles [8,740 bytes]
- (hist) Strategic Locations [8,708 bytes]
- (hist) Lives [8,645 bytes]
- (hist) Power-Ups [8,587 bytes]
- (hist) Player-Planned Development [8,584 bytes]
- (hist) Evolving Rule Sets [8,521 bytes]
- (hist) Cameras [8,518 bytes]
- (hist) Encouraged Return Visits [8,511 bytes]
- (hist) Delayed Reciprocity [8,503 bytes]
- (hist) Extra Chances [8,464 bytes]
- (hist) Strategic Planning [8,423 bytes]
- (hist) Safe Havens [8,397 bytes]
- (hist) Equipment [8,369 bytes]
- (hist) Speedruns [8,320 bytes]
- (hist) Action Programming [8,261 bytes]
- (hist) Abilities [8,259 bytes]
- (hist) Decreased Abilities [8,244 bytes]
- (hist) Player Unpredictability [8,239 bytes]
- (hist) Territories [8,136 bytes]
- (hist) Installations [8,099 bytes]
- (hist) Optional Rules [8,069 bytes]
- (hist) Hands [8,057 bytes]
- (hist) Fog of War [8,042 bytes]
- (hist) Casual Gameplay [8,031 bytes]
- (hist) Destructible Objects [7,954 bytes]
- (hist) Minigames [7,938 bytes]
- (hist) Ragequitting [7,930 bytes]
- (hist) First-Person Views [7,860 bytes]
- (hist) Assassin's Creed series [7,855 bytes]
- (hist) Reconnaissance [7,846 bytes]
- (hist) Massively Single-Player Online Games [7,844 bytes]
- (hist) Goal Achievements [7,838 bytes]
- (hist) Detective Structures [7,829 bytes]
- (hist) Evade [7,787 bytes]
- (hist) Underlying Assumptions and Concepts [7,765 bytes]
- (hist) Pervasive Gameplay [7,735 bytes]
- (hist) Regenerating Resources [7,719 bytes]
- (hist) Higher-Level Closures as Gameplay Progresses [7,718 bytes]
- (hist) Extra-Game Input [7,658 bytes]
- (hist) Drafting [7,640 bytes]
- (hist) Game Servers [7,613 bytes]
- (hist) Dice [7,610 bytes]
- (hist) Testing Achievements [7,604 bytes]
- (hist) Massively Multiplayer Online Games [7,584 bytes]
- (hist) PvP [7,582 bytes]
- (hist) No Direct Player Influence [7,548 bytes]
- (hist) Permadeath [7,512 bytes]
- (hist) Delayed Effects [7,507 bytes]
- (hist) Predictable Winner [7,502 bytes]
- (hist) Handicap Systems [7,496 bytes]
- (hist) Predefined Goals [7,489 bytes]
- (hist) Handles [7,487 bytes]
- (hist) Zero-Player Games [7,460 bytes]
- (hist) Non-Renewable Resources [7,455 bytes]
- (hist) Committed Goals [7,385 bytes]
- (hist) Privileged Movement [7,364 bytes]
- (hist) Early Leaving Players [7,334 bytes]
- (hist) Pick-Ups [7,322 bytes]
- (hist) Save-Load Cycles [7,314 bytes]
- (hist) Determinable Chance to Succeed [7,287 bytes]
- (hist) Choke Points [7,275 bytes]
- (hist) Preventing Goals [7,245 bytes]
- (hist) Role Fulfillment [7,244 bytes]
- (hist) Player-Created Characters [7,230 bytes]
- (hist) Gain Competence [7,219 bytes]
- (hist) Invulnerabilities [7,218 bytes]
- (hist) Alternate Reality Gameplay [7,182 bytes]
- (hist) Inventories [7,151 bytes]
- (hist) Split-Screen Views [7,122 bytes]
- (hist) Deck Building [7,096 bytes]
- (hist) Actor Detachment [7,090 bytes]
- (hist) Crafting [7,090 bytes]
- (hist) Replays [7,084 bytes]
- (hist) Continuous Goals [7,065 bytes]
- (hist) Game Pauses [7,061 bytes]
- (hist) Fudged Results [7,061 bytes]
- (hist) Enactment [7,058 bytes]
- (hist) Conditional Passageways [7,049 bytes]
- (hist) Arithmetic Progression [7,037 bytes]
- (hist) Flanking Routes [7,023 bytes]
- (hist) Player-Defined Goals [6,999 bytes]
- (hist) Variable Accuracy [6,997 bytes]
- (hist) Spectacular Failure Enjoyment [6,993 bytes]
- (hist) Live Action Roleplaying [6,981 bytes]
- (hist) Gameplay Design Patterns FDG 2022 Workshop [6,966 bytes]
- (hist) Helpers [6,920 bytes]
- (hist) Information Passing [6,918 bytes]
- (hist) Dynamic Goal Characteristics [6,915 bytes]
- (hist) Geometric Progression [6,869 bytes]
- (hist) Discard Piles [6,862 bytes]
- (hist) Main Goals [6,860 bytes]
- (hist) Competence Areas [6,860 bytes]
- (hist) Death Consequences [6,844 bytes]
- (hist) Controllers [6,843 bytes]
- (hist) Incompatible Goals [6,842 bytes]
- (hist) Moveable Tiles [6,837 bytes]
- (hist) Ultra-Powerful Events [6,830 bytes]
- (hist) Game Element Trading [6,811 bytes]
- (hist) Line of Sight [6,805 bytes]
- (hist) Space Alert [6,784 bytes]
- (hist) Excluding Goals [6,776 bytes]
- (hist) Non-Player Help [6,768 bytes]
- (hist) Asynchronous Gameplay [6,763 bytes]
- (hist) Reconfigurable Game Worlds [6,750 bytes]
- (hist) Gameplay Design Patterns DiGRA 2022 Workshop [6,745 bytes]
- (hist) Sniper Locations [6,744 bytes]
- (hist) Herd [6,735 bytes]
- (hist) God Views [6,721 bytes]
- (hist) Reflective Communication [6,720 bytes]
- (hist) Loot [6,713 bytes]
- (hist) Abstract Player Construct Development [6,701 bytes]
- (hist) Location-Fixed Abilities [6,689 bytes]
- (hist) Eliminate [6,672 bytes]
- (hist) Player Created Game Elements [6,652 bytes]
- (hist) Early Elimination [6,640 bytes]
- (hist) Environmental Storytelling [6,637 bytes]
- (hist) Vulnerabilities [6,636 bytes]
- (hist) Time Limited Game Instances [6,582 bytes]
- (hist) Camping [6,564 bytes]
- (hist) No-Ops [6,548 bytes]
- (hist) Overcome [6,545 bytes]
- (hist) Team Combos [6,527 bytes]
- (hist) High Score Lists [6,510 bytes]
- (hist) Bookkeeping Tokens [6,434 bytes]
- (hist) Secret Goals [6,422 bytes]
- (hist) Interruptibility [6,369 bytes]
- (hist) Deliver [6,361 bytes]
- (hist) Guard [6,341 bytes]
- (hist) Uncertainty of Information [6,330 bytes]
- (hist) Vision Modes [6,322 bytes]
- (hist) Purchasable Game Advantages [6,307 bytes]
- (hist) Scenes [6,267 bytes]
- (hist) Helplessness [6,267 bytes]
- (hist) Real World Gameplay Spaces [6,262 bytes]
- (hist) Resource Caps [6,252 bytes]
- (hist) Own Agenda [6,234 bytes]
- (hist) Action Caps [6,228 bytes]
- (hist) Negotiable Game Sessions [6,217 bytes]
- (hist) Interruptible Actions [6,208 bytes]
- (hist) Quick Travel [6,207 bytes]
- (hist) Rhythm-Based Actions [6,206 bytes]
- (hist) Tied Results [6,194 bytes]
- (hist) Switches [6,179 bytes]
- (hist) Minimalized Social Weight [6,178 bytes]
- (hist) Temporary Abilities [6,178 bytes]
- (hist) Procedurally Generated Game Worlds [6,166 bytes]
- (hist) One-Way Travel [6,160 bytes]
- (hist) Investments [6,159 bytes]
- (hist) Transferable Items [6,157 bytes]
- (hist) Player Kicking [6,142 bytes]
- (hist) Red Herrings [6,140 bytes]
- (hist) Beat the Leader [6,130 bytes]
- (hist) Survive [6,126 bytes]
- (hist) Spawn Points [6,121 bytes]
- (hist) Negotiable Play Sessions [6,116 bytes]
- (hist) Negative Feedback Loops [6,110 bytes]
- (hist) Dynamic Difficulty Adjustment [6,100 bytes]
- (hist) God Fingers [6,091 bytes]
- (hist) Gameplay Statistics [6,080 bytes]
- (hist) Scripted Information Sequences [6,064 bytes]
- (hist) Time Pressure [6,055 bytes]
- (hist) Progress Indicators [6,030 bytes]
- (hist) Clickability [6,010 bytes]
- (hist) Cooldown [6,004 bytes]
- (hist) Secondary Interface Screens [5,991 bytes]
- (hist) Achilles' Heels [5,970 bytes]
- (hist) Mutual Goals [5,966 bytes]
- (hist) Further Player Improvement Potential [5,966 bytes]
- (hist) Easter Eggs [5,952 bytes]
- (hist) Renewable Resources [5,950 bytes]
- (hist) Ammunition [5,905 bytes]
- (hist) Functional Roles [5,850 bytes]
- (hist) Gossip [5,848 bytes]
- (hist) Context Dependent Reactions [5,846 bytes]
- (hist) Mules [5,817 bytes]
- (hist) Role Selection [5,793 bytes]
- (hist) Instances [5,769 bytes]
- (hist) Invisible Walls [5,759 bytes]
- (hist) Player-Location Proximity [5,749 bytes]
- (hist) PvE [5,730 bytes]
- (hist) Illusion of Open Space [5,708 bytes]
- (hist) Equipment Slots [5,702 bytes]
- (hist) FUBAR Enjoyment [5,690 bytes]
- (hist) Rescue [5,664 bytes]
- (hist) Hotseating [5,657 bytes]
- (hist) Save Points [5,645 bytes]
- (hist) Armor [5,619 bytes]
- (hist) Meta-Techniques [5,587 bytes]