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Showing below up to 250 results in range #271 to #520.

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

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