Pages with the most revisions
Showing below up to 100 results in range #251 to #350.
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- Gain Competence (35 revisions)
- Betting (35 revisions)
- Ultra-Powerful Events (35 revisions)
- Gameplay Design Pattern Template (34 revisions)
- Time Pressure (34 revisions)
- Alternate Reality Gameplay (34 revisions)
- Optional Rules (34 revisions)
- PvP (34 revisions)
- Split-Screen Views (34 revisions)
- Gameplay Engines (34 revisions)
- Massively Multiplayer Online Games (34 revisions)
- Handicap Systems (34 revisions)
- Handles (34 revisions)
- Main Goals (34 revisions)
- Hands (33 revisions)
- Process (33 revisions)
- Inventories (33 revisions)
- Herd (33 revisions)
- Vision Modes (33 revisions)
- Shared Resources (33 revisions)
- Destructible Objects (33 revisions)
- Invulnerabilities (33 revisions)
- Conceal (33 revisions)
- Determinable Chance to Succeed (32 revisions)
- Purchasable Game Advantages (32 revisions)
- Predefined Goals (32 revisions)
- Information Passing (32 revisions)
- Characteristics (32 revisions)
- Tied Results (32 revisions)
- Renamed Patterns (32 revisions)
- Progress Indicators (32 revisions)
- Non-Player Help (32 revisions)
- Expansion (32 revisions)
- Guard (32 revisions)
- Secondary Interface Screens (32 revisions)
- Goal Hierarchies (32 revisions)
- Environmental Storytelling (32 revisions)
- Armor (32 revisions)
- Unlocking (32 revisions)
- Minimalized Social Weight (32 revisions)
- Save Scumming (31 revisions)
- Extra-Game Input (31 revisions)
- Helpers (31 revisions)
- Renewable Resources (31 revisions)
- Geometric Progression (31 revisions)
- Team Strategy Identification (31 revisions)
- Achilles' Heels (31 revisions)
- Preventing Goals (31 revisions)
- Testing Achievements (31 revisions)
- Handicap Achievements (31 revisions)
- Save-Load Cycles (31 revisions)
- Early Leaving Players (31 revisions)
- Player-Location Proximity (31 revisions)
- Emotional Attachment (31 revisions)
- Gain Information (31 revisions)
- Torchlight (31 revisions)
- Game Pauses (31 revisions)
- Line of Sight (31 revisions)
- Traces (31 revisions)
- TvT (30 revisions)
- Awareness of Surroundings (30 revisions)
- Scripted Information Sequences (30 revisions)
- Last Man Standing (30 revisions)
- Asynchronous Gameplay (30 revisions)
- Gameplay Design Patterns DiGRA 2022 Workshop (30 revisions)
- Quick Returns (30 revisions)
- Live Action Roleplaying (30 revisions)
- Altruistic Actions (30 revisions)
- Deliver (30 revisions)
- Social Rewards (30 revisions)
- Shared Rewards (30 revisions)
- Negative Feedback Loops (30 revisions)
- Bases (30 revisions)
- Vulnerabilities (30 revisions)
- Player Agency (29 revisions)
- Spectacular Failure Enjoyment (29 revisions)
- Picture-in-Picture Views (29 revisions)
- Orthogonal Differentiation (29 revisions)
- Setback Penalties (29 revisions)
- Switches (29 revisions)
- Mini-maps (29 revisions)
- Dice (29 revisions)
- Boss Monsters (29 revisions)
- Selectable Set of Goals (28 revisions)
- Big Dumb Objects (28 revisions)
- PvE (28 revisions)
- Illusionary Rewards (28 revisions)
- Game Element Trading (28 revisions)
- Real Life Activities Affect Game State (28 revisions)
- No-Ops (28 revisions)
- Reconfigurable Game Worlds (28 revisions)
- Shared Penalties (28 revisions)
- Exploitation (28 revisions)
- Game Lobbies (28 revisions)
- Instances (28 revisions)
- Negotiable Game Instance Duration (28 revisions)
- Save Points (28 revisions)
- Player Created Game Elements (28 revisions)
- Collectible Card Games (28 revisions)
- Temporary Abilities (27 revisions)