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Showing below up to 250 results in range #41 to #290.

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

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