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Showing below up to 250 results in range #251 to #500.

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  1. Gain Competence‏‎ (35 revisions)
  2. Betting‏‎ (35 revisions)
  3. Ultra-Powerful Events‏‎ (35 revisions)
  4. Gameplay Design Pattern Template‏‎ (34 revisions)
  5. Time Pressure‏‎ (34 revisions)
  6. Alternate Reality Gameplay‏‎ (34 revisions)
  7. Optional Rules‏‎ (34 revisions)
  8. PvP‏‎ (34 revisions)
  9. Split-Screen Views‏‎ (34 revisions)
  10. Gameplay Engines‏‎ (34 revisions)
  11. Massively Multiplayer Online Games‏‎ (34 revisions)
  12. Handicap Systems‏‎ (34 revisions)
  13. Handles‏‎ (34 revisions)
  14. Main Goals‏‎ (34 revisions)
  15. Hands‏‎ (33 revisions)
  16. Process‏‎ (33 revisions)
  17. Inventories‏‎ (33 revisions)
  18. Herd‏‎ (33 revisions)
  19. Vision Modes‏‎ (33 revisions)
  20. Shared Resources‏‎ (33 revisions)
  21. Destructible Objects‏‎ (33 revisions)
  22. Invulnerabilities‏‎ (33 revisions)
  23. Conceal‏‎ (33 revisions)
  24. Determinable Chance to Succeed‏‎ (32 revisions)
  25. Purchasable Game Advantages‏‎ (32 revisions)
  26. Predefined Goals‏‎ (32 revisions)
  27. Information Passing‏‎ (32 revisions)
  28. Characteristics‏‎ (32 revisions)
  29. Tied Results‏‎ (32 revisions)
  30. Renamed Patterns‏‎ (32 revisions)
  31. Progress Indicators‏‎ (32 revisions)
  32. Non-Player Help‏‎ (32 revisions)
  33. Expansion‏‎ (32 revisions)
  34. Guard‏‎ (32 revisions)
  35. Secondary Interface Screens‏‎ (32 revisions)
  36. Goal Hierarchies‏‎ (32 revisions)
  37. Environmental Storytelling‏‎ (32 revisions)
  38. Armor‏‎ (32 revisions)
  39. Unlocking‏‎ (32 revisions)
  40. Minimalized Social Weight‏‎ (32 revisions)
  41. Save Scumming‏‎ (31 revisions)
  42. Extra-Game Input‏‎ (31 revisions)
  43. Helpers‏‎ (31 revisions)
  44. Renewable Resources‏‎ (31 revisions)
  45. Geometric Progression‏‎ (31 revisions)
  46. Team Strategy Identification‏‎ (31 revisions)
  47. Achilles' Heels‏‎ (31 revisions)
  48. Preventing Goals‏‎ (31 revisions)
  49. Testing Achievements‏‎ (31 revisions)
  50. Handicap Achievements‏‎ (31 revisions)
  51. Save-Load Cycles‏‎ (31 revisions)
  52. Early Leaving Players‏‎ (31 revisions)
  53. Player-Location Proximity‏‎ (31 revisions)
  54. Emotional Attachment‏‎ (31 revisions)
  55. Gain Information‏‎ (31 revisions)
  56. Torchlight‏‎ (31 revisions)
  57. Game Pauses‏‎ (31 revisions)
  58. Line of Sight‏‎ (31 revisions)
  59. Traces‏‎ (31 revisions)
  60. TvT‏‎ (30 revisions)
  61. Awareness of Surroundings‏‎ (30 revisions)
  62. Scripted Information Sequences‏‎ (30 revisions)
  63. Last Man Standing‏‎ (30 revisions)
  64. Asynchronous Gameplay‏‎ (30 revisions)
  65. Gameplay Design Patterns DiGRA 2022 Workshop‏‎ (30 revisions)
  66. Quick Returns‏‎ (30 revisions)
  67. Live Action Roleplaying‏‎ (30 revisions)
  68. Altruistic Actions‏‎ (30 revisions)
  69. Deliver‏‎ (30 revisions)
  70. Social Rewards‏‎ (30 revisions)
  71. Shared Rewards‏‎ (30 revisions)
  72. Negative Feedback Loops‏‎ (30 revisions)
  73. Bases‏‎ (30 revisions)
  74. Vulnerabilities‏‎ (30 revisions)
  75. Player Agency‏‎ (29 revisions)
  76. Spectacular Failure Enjoyment‏‎ (29 revisions)
  77. Picture-in-Picture Views‏‎ (29 revisions)
  78. Orthogonal Differentiation‏‎ (29 revisions)
  79. Setback Penalties‏‎ (29 revisions)
  80. Switches‏‎ (29 revisions)
  81. Mini-maps‏‎ (29 revisions)
  82. Dice‏‎ (29 revisions)
  83. Boss Monsters‏‎ (29 revisions)
  84. Selectable Set of Goals‏‎ (28 revisions)
  85. Big Dumb Objects‏‎ (28 revisions)
  86. PvE‏‎ (28 revisions)
  87. Illusionary Rewards‏‎ (28 revisions)
  88. Game Element Trading‏‎ (28 revisions)
  89. Real Life Activities Affect Game State‏‎ (28 revisions)
  90. No-Ops‏‎ (28 revisions)
  91. Reconfigurable Game Worlds‏‎ (28 revisions)
  92. Shared Penalties‏‎ (28 revisions)
  93. Exploitation‏‎ (28 revisions)
  94. Game Lobbies‏‎ (28 revisions)
  95. Instances‏‎ (28 revisions)
  96. Negotiable Game Instance Duration‏‎ (28 revisions)
  97. Save Points‏‎ (28 revisions)
  98. Player Created Game Elements‏‎ (28 revisions)
  99. Collectible Card Games‏‎ (28 revisions)
  100. Temporary Abilities‏‎ (27 revisions)
  101. Rescue‏‎ (27 revisions)
  102. Trade-Offs‏‎ (27 revisions)
  103. Spawn Points‏‎ (27 revisions)
  104. Drafting Spreads‏‎ (27 revisions)
  105. Dexterity-Based Actions‏‎ (27 revisions)
  106. Predictable Winner‏‎ (27 revisions)
  107. Game Time Manipulation‏‎ (27 revisions)
  108. Extermination‏‎ (27 revisions)
  109. Tick-Based Games‏‎ (27 revisions)
  110. Controllers‏‎ (27 revisions)
  111. Ammunition‏‎ (27 revisions)
  112. Loot‏‎ (27 revisions)
  113. Privileged Movement‏‎ (27 revisions)
  114. Tiebreakers‏‎ (26 revisions)
  115. Beat the Leader‏‎ (26 revisions)
  116. Hovering Closures‏‎ (26 revisions)
  117. Token Placement‏‎ (26 revisions)
  118. Possibility of Anonymity‏‎ (26 revisions)
  119. Fog of War‏‎ (26 revisions)
  120. God Fingers‏‎ (26 revisions)
  121. Upgrades‏‎ (26 revisions)
  122. Unknown Goals‏‎ (26 revisions)
  123. Temporal Consistency‏‎ (26 revisions)
  124. Actor Detachment‏‎ (25 revisions)
  125. Enactment‏‎ (25 revisions)
  126. Hotseating‏‎ (25 revisions)
  127. Overcome‏‎ (25 revisions)
  128. Naming‏‎ (25 revisions)
  129. Helplessness‏‎ (25 revisions)
  130. Game Instance Stories‏‎ (25 revisions)
  131. Killcams‏‎ (25 revisions)
  132. Closure Points‏‎ (25 revisions)
  133. Always Vulnerable‏‎ (25 revisions)
  134. Game Termination Penalties‏‎ (25 revisions)
  135. Own Agenda‏‎ (25 revisions)
  136. One-Way Travel‏‎ (25 revisions)
  137. Winner determined after Gameplay Ends‏‎ (25 revisions)
  138. Campaigns‏‎ (25 revisions)
  139. Sniper Locations‏‎ (25 revisions)
  140. Non-Diegetic Features‏‎ (24 revisions)
  141. Pre-Customized Decks‏‎ (24 revisions)
  142. Game Boards‏‎ (24 revisions)
  143. Unpredictable Behavior‏‎ (24 revisions)
  144. Movement Limitations‏‎ (24 revisions)
  145. Self-Reported Positioning‏‎ (24 revisions)
  146. MacGuffins‏‎ (24 revisions)
  147. Variable Accuracy‏‎ (24 revisions)
  148. Ambiguous Responses‏‎ (24 revisions)
  149. Feigned Die Rolls‏‎ (24 revisions)
  150. Action Caps‏‎ (24 revisions)
  151. Player Augmentations‏‎ (24 revisions)
  152. Social Skills‏‎ (24 revisions)
  153. Camping‏‎ (24 revisions)
  154. Game World Navigation‏‎ (24 revisions)
  155. Game Over‏‎ (24 revisions)
  156. Legacy Games‏‎ (24 revisions)
  157. Crosshairs‏‎ (24 revisions)
  158. Artifact-Location Proximity‏‎ (24 revisions)
  159. Equipment Slots‏‎ (23 revisions)
  160. Battlestar Galactica: The Board Game‏‎ (23 revisions)
  161. Cooldown‏‎ (23 revisions)
  162. Positive Feedback Loops‏‎ (23 revisions)
  163. Strongholds‏‎ (23 revisions)
  164. Transferable Items‏‎ (23 revisions)
  165. Player-Artifact Proximity‏‎ (23 revisions)
  166. Critical Hits‏‎ (23 revisions)
  167. Adventures‏‎ (23 revisions)
  168. Guilting‏‎ (23 revisions)
  169. Unwinnable Game States‏‎ (23 revisions)
  170. Resource Locations‏‎ (23 revisions)
  171. Early Elimination‏‎ (23 revisions)
  172. Automated Responses‏‎ (23 revisions)
  173. Alien Space Bats‏‎ (23 revisions)
  174. Save Files‏‎ (23 revisions)
  175. Physical Navigation‏‎ (22 revisions)
  176. Crossmedia Gameplay‏‎ (22 revisions)
  177. Meta-Techniques‏‎ (22 revisions)
  178. Gameplay Design Pattern Template, Shortened‏‎ (22 revisions)
  179. Player Physical Prowess‏‎ (22 revisions)
  180. Arithmetic Progression‏‎ (22 revisions)
  181. Transport Routes‏‎ (22 revisions)
  182. Workshopping‏‎ (22 revisions)
  183. Secret Areas‏‎ (22 revisions)
  184. Exceptional Events‏‎ (22 revisions)
  185. Polyathlons‏‎ (22 revisions)
  186. Repetitive Gameplay‏‎ (22 revisions)
  187. Sidegrades‏‎ (22 revisions)
  188. Connection‏‎ (22 revisions)
  189. Ghosts‏‎ (22 revisions)
  190. Varying Turn Orders‏‎ (22 revisions)
  191. Life Penalties‏‎ (22 revisions)
  192. Public Player Statistics‏‎ (22 revisions)
  193. Flip-Flop Events‏‎ (21 revisions)
  194. Asynchronous Collaborative Actions‏‎ (21 revisions)
  195. Player Kicking‏‎ (21 revisions)
  196. Kingmaker‏‎ (21 revisions)
  197. Supporting Goals‏‎ (21 revisions)
  198. Surprise Attacks‏‎ (21 revisions)
  199. Diegetically Tangible Game Items‏‎ (21 revisions)
  200. Shrinking Game Worlds‏‎ (21 revisions)
  201. End State Scoring‏‎ (21 revisions)
  202. Trick Taking‏‎ (21 revisions)
  203. Surrendering‏‎ (21 revisions)
  204. Player-Avatar Proximity‏‎ (21 revisions)
  205. Attention Demanding Gameplay‏‎ (21 revisions)
  206. Varying Rule Sets‏‎ (21 revisions)
  207. Winning by Ending Gameplay‏‎ (21 revisions)
  208. Incompatible Goals‏‎ (21 revisions)
  209. Mutual FUBAR Enjoyment‏‎ (21 revisions)
  210. Sockets‏‎ (21 revisions)
  211. Galleries‏‎ (21 revisions)
  212. Generic Adversaries‏‎ (21 revisions)
  213. Team Elimination‏‎ (21 revisions)
  214. Individual Penalties‏‎ (21 revisions)
  215. Game Servers‏‎ (21 revisions)
  216. Solution Uncertainty‏‎ (20 revisions)
  217. Enforced Player Anonymity‏‎ (20 revisions)
  218. Main Quests‏‎ (20 revisions)
  219. Melodramatic Structures‏‎ (20 revisions)
  220. Hiding Places‏‎ (20 revisions)
  221. Chargers‏‎ (20 revisions)
  222. Unsynchronized Game Sessions‏‎ (20 revisions)
  223. Facilitating Rewards‏‎ (20 revisions)
  224. Possibility of Graceful Surrender‏‎ (20 revisions)
  225. Tiered Participation‏‎ (20 revisions)
  226. Leaps of Faith‏‎ (20 revisions)
  227. Real World Knowledge Advantages‏‎ (20 revisions)
  228. Near Miss Indicators‏‎ (20 revisions)
  229. Memorabilia‏‎ (20 revisions)
  230. Visits‏‎ (20 revisions)
  231. Goal Indicators‏‎ (20 revisions)
  232. Ephemeral Events‏‎ (20 revisions)
  233. Zone of Control‏‎ (20 revisions)
  234. Coupled Games‏‎ (20 revisions)
  235. Character Alignments‏‎ (20 revisions)
  236. Moveable Tiles‏‎ (20 revisions)
  237. Startgame‏‎ (20 revisions)
  238. Synchronous Gameplay‏‎ (19 revisions)
  239. Uncertainty of Outcome‏‎ (19 revisions)
  240. Neighbors‏‎ (19 revisions)
  241. Entrenching Gameplay‏‎ (19 revisions)
  242. Free Game Element Manipulation‏‎ (19 revisions)
  243. Gameplay Design Patterns FDG 2022 Workshop‏‎ (19 revisions)
  244. Arenas‏‎ (19 revisions)
  245. Clickability‏‎ (19 revisions)
  246. Quick Time Events‏‎ (19 revisions)
  247. Configuration‏‎ (19 revisions)
  248. Endgame Quests‏‎ (19 revisions)
  249. Changes in Perception of Real World Phenomena due to Gameplay‏‎ (19 revisions)
  250. Anonymous Actions‏‎ (19 revisions)

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