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Showing below up to 250 results in range #51 to #300.

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

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