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Showing below up to 250 results in range #21 to #270.

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

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