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Showing below up to 250 results in range #61 to #310.

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

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