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  1. Pattern Suggestion List‏‎ (1,249 revisions)
  2. Multiplayer Games‏‎ (256 revisions)
  3. Freedom of Choice‏‎ (255 revisions)
  4. Characters‏‎ (208 revisions)
  5. Avatars‏‎ (207 revisions)
  6. Enemies‏‎ (174 revisions)
  7. Stimulated Planning‏‎ (162 revisions)
  8. Non-Player Characters‏‎ (154 revisions)
  9. Game Worlds‏‎ (151 revisions)
  10. Left 4 Dead series‏‎ (149 revisions)
  11. Randomness‏‎ (147 revisions)
  12. Challenging Gameplay‏‎ (140 revisions)
  13. Units‏‎ (134 revisions)
  14. Single-Player Games‏‎ (132 revisions)
  15. Drop-In/Drop-Out‏‎ (128 revisions)
  16. Roleplaying‏‎ (121 revisions)
  17. Predetermined Story Structures‏‎ (121 revisions)
  18. Algorithmic Agents‏‎ (120 revisions)
  19. Tension‏‎ (115 revisions)
  20. Levels‏‎ (114 revisions)
  21. Exaggerated Perception of Influence‏‎ (112 revisions)
  22. Agents‏‎ (105 revisions)
  23. Main Page‏‎ (105 revisions)
  24. Privileged Abilities‏‎ (101 revisions)
  25. Time Limits‏‎ (99 revisions)
  26. Dedicated Game Facilitators‏‎ (97 revisions)
  27. Factions‏‎ (95 revisions)
  28. Game Masters‏‎ (95 revisions)
  29. Real-Time Games‏‎ (93 revisions)
  30. Cooperation‏‎ (93 revisions)
  31. Resources‏‎ (89 revisions)
  32. Teams‏‎ (88 revisions)
  33. Movement‏‎ (87 revisions)
  34. Construction‏‎ (84 revisions)
  35. Diegetic Consistency‏‎ (83 revisions)
  36. Achievements‏‎ (81 revisions)
  37. Combos‏‎ (81 revisions)
  38. New Abilities‏‎ (80 revisions)
  39. Persistent Game Worlds‏‎ (80 revisions)
  40. Rewards‏‎ (79 revisions)
  41. Betrayal‏‎ (78 revisions)
  42. Space Alert‏‎ (78 revisions)
  43. Analysis Paralysis‏‎ (76 revisions)
  44. Irreversible Events‏‎ (76 revisions)
  45. Player Balance‏‎ (75 revisions)
  46. Balancing Effects‏‎ (74 revisions)
  47. Third-Person Views‏‎ (72 revisions)
  48. Unwinnable Games‏‎ (72 revisions)
  49. Thematic Consistency‏‎ (71 revisions)
  50. Combat‏‎ (71 revisions)
  51. Turn-Based Games‏‎ (71 revisions)
  52. Extra-Game Consequences‏‎ (71 revisions)
  53. Internal Rivalry‏‎ (70 revisions)
  54. Action Programming‏‎ (68 revisions)
  55. Character Development‏‎ (68 revisions)
  56. Environmental Effects‏‎ (67 revisions)
  57. Game Items‏‎ (67 revisions)
  58. Tools‏‎ (67 revisions)
  59. Turn Taking‏‎ (67 revisions)
  60. Diegetically Outstanding Features‏‎ (67 revisions)
  61. Races‏‎ (66 revisions)
  62. Inaccessible Areas‏‎ (65 revisions)
  63. Aim & Shoot‏‎ (65 revisions)
  64. Cutscenes‏‎ (65 revisions)
  65. Geospatial Game Widgets‏‎ (64 revisions)
  66. Quests‏‎ (64 revisions)
  67. Cards‏‎ (64 revisions)
  68. Weapons‏‎ (64 revisions)
  69. Scores‏‎ (64 revisions)
  70. Tactical Planning‏‎ (63 revisions)
  71. Self-Facilitated Games‏‎ (63 revisions)
  72. Companions‏‎ (63 revisions)
  73. Enforced Agent Behavior‏‎ (63 revisions)
  74. Strategic Knowledge‏‎ (63 revisions)
  75. Complex Gameplay‏‎ (63 revisions)
  76. Character Defining Actions‏‎ (63 revisions)
  77. Skills‏‎ (63 revisions)
  78. Focus Loci‏‎ (62 revisions)
  79. Extended Actions‏‎ (62 revisions)
  80. Assassin's Creed series‏‎ (62 revisions)
  81. Social Dilemmas‏‎ (61 revisions)
  82. AI Players‏‎ (61 revisions)
  83. Parties‏‎ (60 revisions)
  84. Traverse‏‎ (60 revisions)
  85. Replayability‏‎ (60 revisions)
  86. Improved Abilities‏‎ (59 revisions)
  87. High Score Lists‏‎ (59 revisions)
  88. Communication Channels‏‎ (59 revisions)
  89. Game State Indicators‏‎ (59 revisions)
  90. Varied Gameplay‏‎ (58 revisions)
  91. Storytelling‏‎ (58 revisions)
  92. Internal Conflicts‏‎ (58 revisions)
  93. Deck Building‏‎ (57 revisions)
  94. Damage‏‎ (57 revisions)
  95. Game State Overviews‏‎ (57 revisions)
  96. Narration Structures‏‎ (57 revisions)
  97. Penalties‏‎ (56 revisions)
  98. Heterogeneous Game Element Ownership‏‎ (56 revisions)
  99. Area Control‏‎ (56 revisions)
  100. Difficulty Levels‏‎ (55 revisions)
  101. Luck‏‎ (55 revisions)
  102. Abstract Player Constructs‏‎ (55 revisions)
  103. Fudged Results‏‎ (55 revisions)
  104. Committed Goals‏‎ (54 revisions)
  105. Stealth‏‎ (54 revisions)
  106. Massively Single-Player Online Games‏‎ (54 revisions)
  107. Extra-Game Actions‏‎ (54 revisions)
  108. Downtime‏‎ (54 revisions)
  109. Obstacles‏‎ (54 revisions)
  110. Speedruns‏‎ (53 revisions)
  111. Conditional Passageways‏‎ (53 revisions)
  112. Private Game Spaces‏‎ (53 revisions)
  113. Game Element Insertion‏‎ (53 revisions)
  114. Strategic Planning‏‎ (53 revisions)
  115. Late Arriving Players‏‎ (53 revisions)
  116. Extra Chances‏‎ (53 revisions)
  117. Drawing Stacks‏‎ (53 revisions)
  118. Open Destiny‏‎ (52 revisions)
  119. Game World Exploration‏‎ (52 revisions)
  120. Social Roles‏‎ (52 revisions)
  121. No Direct Player Influence‏‎ (52 revisions)
  122. Collections‏‎ (51 revisions)
  123. Ubiquitous Gameplay‏‎ (51 revisions)
  124. Traps‏‎ (51 revisions)
  125. Player/Character Skill Composites‏‎ (51 revisions)
  126. Mediated Gameplay‏‎ (51 revisions)
  127. Puzzle Solving‏‎ (50 revisions)
  128. Dialogues‏‎ (50 revisions)
  129. Actions Have Diegetically Social Consequences‏‎ (50 revisions)
  130. Player-Planned Development‏‎ (49 revisions)
  131. Choke Points‏‎ (49 revisions)
  132. Safe Havens‏‎ (49 revisions)
  133. Zero-Player Games‏‎ (49 revisions)
  134. Ability Losses‏‎ (49 revisions)
  135. Experimenting‏‎ (48 revisions)
  136. Higher-Level Closures as Gameplay Progresses‏‎ (48 revisions)
  137. Excise‏‎ (48 revisions)
  138. Chat Channels‏‎ (48 revisions)
  139. Predictable Consequences‏‎ (48 revisions)
  140. Functional Roles‏‎ (48 revisions)
  141. Interruptibility‏‎ (48 revisions)
  142. Casual Gameplay‏‎ (48 revisions)
  143. Detective Structures‏‎ (47 revisions)
  144. Rhythm-Based Actions‏‎ (47 revisions)
  145. Collaborative Actions‏‎ (47 revisions)
  146. Gameplay Mastery‏‎ (46 revisions)
  147. Grind Achievements‏‎ (46 revisions)
  148. Non-Renewable Resources‏‎ (46 revisions)
  149. Eliminate‏‎ (45 revisions)
  150. Sanctioned Cheating‏‎ (45 revisions)
  151. Team Balance‏‎ (45 revisions)
  152. Bidding‏‎ (45 revisions)
  153. Encouraged Return Visits‏‎ (45 revisions)
  154. Abilities‏‎ (45 revisions)
  155. Alignment‏‎ (45 revisions)
  156. Abstract Player Construct Development‏‎ (44 revisions)
  157. Optional Goals‏‎ (44 revisions)
  158. Bookkeeping Tokens‏‎ (44 revisions)
  159. Decreased Abilities‏‎ (44 revisions)
  160. Tiles‏‎ (44 revisions)
  161. Spectators‏‎ (44 revisions)
  162. Vehicles‏‎ (44 revisions)
  163. Evolving Rule Sets‏‎ (44 revisions)
  164. Loyalty‏‎ (43 revisions)
  165. Goal Achievements‏‎ (43 revisions)
  166. Player Characters‏‎ (43 revisions)
  167. Mutual Goals‏‎ (43 revisions)
  168. Player Elimination‏‎ (43 revisions)
  169. Excluding Goals‏‎ (43 revisions)
  170. Meta Games‏‎ (43 revisions)
  171. Uncertainty of Information‏‎ (43 revisions)
  172. Drafting‏‎ (43 revisions)
  173. Capture‏‎ (43 revisions)
  174. Pervasive Gameplay‏‎ (43 revisions)
  175. Lives‏‎ (42 revisions)
  176. Crafting‏‎ (42 revisions)
  177. Grinding‏‎ (42 revisions)
  178. Budgeted Action Points‏‎ (42 revisions)
  179. Maneuvering‏‎ (42 revisions)
  180. Point of Interest Indicators‏‎ (42 revisions)
  181. Location-Fixed Abilities‏‎ (41 revisions)
  182. Minigames‏‎ (41 revisions)
  183. Social Adaptability‏‎ (41 revisions)
  184. Player Killing‏‎ (41 revisions)
  185. Gain Ownership‏‎ (41 revisions)
  186. Player-Created Characters‏‎ (41 revisions)
  187. Endgame‏‎ (40 revisions)
  188. God Views‏‎ (40 revisions)
  189. FUBAR Enjoyment‏‎ (40 revisions)
  190. Equipment‏‎ (40 revisions)
  191. Replays‏‎ (40 revisions)
  192. Value of Effort‏‎ (40 revisions)
  193. Underlying Assumptions and Concepts‏‎ (39 revisions)
  194. Gameplay Statistics‏‎ (39 revisions)
  195. Ephemeral Goals‏‎ (39 revisions)
  196. Negotiable Game Sessions‏‎ (39 revisions)
  197. Performance Uncertainty‏‎ (39 revisions)
  198. Competence Areas‏‎ (39 revisions)
  199. Clues‏‎ (39 revisions)
  200. Check Points‏‎ (39 revisions)
  201. Gossip‏‎ (39 revisions)
  202. Player-Defined Goals‏‎ (39 revisions)
  203. Asymmetric Starting Conditions‏‎ (39 revisions)
  204. Death Consequences‏‎ (38 revisions)
  205. Alarms‏‎ (38 revisions)
  206. Real World Gameplay Spaces‏‎ (38 revisions)
  207. Permadeath‏‎ (38 revisions)
  208. Quick Travel‏‎ (38 revisions)
  209. Player Unpredictability‏‎ (38 revisions)
  210. Strategic Locations‏‎ (38 revisions)
  211. Props‏‎ (38 revisions)
  212. Pottering‏‎ (38 revisions)
  213. Team Development‏‎ (38 revisions)
  214. Bluffing‏‎ (37 revisions)
  215. Memorizing‏‎ (37 revisions)
  216. Health‏‎ (37 revisions)
  217. Territories‏‎ (37 revisions)
  218. Regenerating Resources‏‎ (37 revisions)
  219. Spawning‏‎ (37 revisions)
  220. Pick-Ups‏‎ (37 revisions)
  221. Cameras‏‎ (37 revisions)
  222. Flanking Routes‏‎ (37 revisions)
  223. Extra-Game Broadcasting‏‎ (37 revisions)
  224. Mules‏‎ (37 revisions)
  225. Team Combos‏‎ (37 revisions)
  226. Interruptible Actions‏‎ (37 revisions)
  227. First-Person Views‏‎ (36 revisions)
  228. Ragequitting‏‎ (36 revisions)
  229. Reflective Communication‏‎ (36 revisions)
  230. Discard Piles‏‎ (36 revisions)
  231. Scenes‏‎ (36 revisions)
  232. Warp Zones‏‎ (36 revisions)
  233. Evade‏‎ (36 revisions)
  234. Team Accomplishments‏‎ (36 revisions)
  235. Resource Caps‏‎ (36 revisions)
  236. Secret Goals‏‎ (36 revisions)
  237. Time Limited Game Instances‏‎ (36 revisions)
  238. Dynamic Difficulty Adjustment‏‎ (36 revisions)
  239. Further Player Improvement Potential‏‎ (36 revisions)
  240. Delayed Effects‏‎ (36 revisions)
  241. Role Fulfillment‏‎ (36 revisions)
  242. Power-Ups‏‎ (36 revisions)
  243. Gain Competence‏‎ (35 revisions)
  244. Negotiable Play Sessions‏‎ (35 revisions)
  245. Betting‏‎ (35 revisions)
  246. Ultra-Powerful Events‏‎ (35 revisions)
  247. Dynamic Goal Characteristics‏‎ (35 revisions)
  248. Goal-Driven Personal Development‏‎ (35 revisions)
  249. Delayed Reciprocity‏‎ (35 revisions)
  250. Gameplay Engines‏‎ (34 revisions)

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