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Showing below up to 250 results in range #291 to #540.

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

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