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  1. Pattern Suggestion List‏‎ (1,249 revisions)
  2. Multiplayer Games‏‎ (256 revisions)
  3. Freedom of Choice‏‎ (255 revisions)
  4. Characters‏‎ (208 revisions)
  5. Avatars‏‎ (207 revisions)
  6. Enemies‏‎ (174 revisions)
  7. Stimulated Planning‏‎ (162 revisions)
  8. Non-Player Characters‏‎ (154 revisions)
  9. Game Worlds‏‎ (151 revisions)
  10. Left 4 Dead series‏‎ (149 revisions)
  11. Randomness‏‎ (147 revisions)
  12. Challenging Gameplay‏‎ (140 revisions)
  13. Units‏‎ (134 revisions)
  14. Single-Player Games‏‎ (132 revisions)
  15. Drop-In/Drop-Out‏‎ (128 revisions)
  16. Roleplaying‏‎ (121 revisions)
  17. Predetermined Story Structures‏‎ (121 revisions)
  18. Algorithmic Agents‏‎ (120 revisions)
  19. Tension‏‎ (115 revisions)
  20. Levels‏‎ (114 revisions)
  21. Exaggerated Perception of Influence‏‎ (112 revisions)
  22. Agents‏‎ (105 revisions)
  23. Main Page‏‎ (105 revisions)
  24. Privileged Abilities‏‎ (101 revisions)
  25. Time Limits‏‎ (99 revisions)
  26. Dedicated Game Facilitators‏‎ (97 revisions)
  27. Factions‏‎ (95 revisions)
  28. Game Masters‏‎ (95 revisions)
  29. Real-Time Games‏‎ (93 revisions)
  30. Cooperation‏‎ (93 revisions)
  31. Resources‏‎ (89 revisions)
  32. Teams‏‎ (88 revisions)
  33. Movement‏‎ (87 revisions)
  34. Construction‏‎ (84 revisions)
  35. Diegetic Consistency‏‎ (83 revisions)
  36. Achievements‏‎ (81 revisions)
  37. Combos‏‎ (81 revisions)
  38. New Abilities‏‎ (80 revisions)
  39. Persistent Game Worlds‏‎ (80 revisions)
  40. Rewards‏‎ (79 revisions)
  41. Betrayal‏‎ (78 revisions)
  42. Space Alert‏‎ (78 revisions)
  43. Analysis Paralysis‏‎ (76 revisions)
  44. Irreversible Events‏‎ (76 revisions)
  45. Player Balance‏‎ (75 revisions)
  46. Balancing Effects‏‎ (74 revisions)
  47. Third-Person Views‏‎ (72 revisions)
  48. Unwinnable Games‏‎ (72 revisions)
  49. Thematic Consistency‏‎ (71 revisions)
  50. Combat‏‎ (71 revisions)
  51. Turn-Based Games‏‎ (71 revisions)
  52. Extra-Game Consequences‏‎ (71 revisions)
  53. Internal Rivalry‏‎ (70 revisions)
  54. Action Programming‏‎ (68 revisions)
  55. Character Development‏‎ (68 revisions)
  56. Environmental Effects‏‎ (67 revisions)
  57. Game Items‏‎ (67 revisions)
  58. Tools‏‎ (67 revisions)
  59. Turn Taking‏‎ (67 revisions)
  60. Diegetically Outstanding Features‏‎ (67 revisions)
  61. Races‏‎ (66 revisions)
  62. Inaccessible Areas‏‎ (65 revisions)
  63. Aim & Shoot‏‎ (65 revisions)
  64. Cutscenes‏‎ (65 revisions)
  65. Geospatial Game Widgets‏‎ (64 revisions)
  66. Quests‏‎ (64 revisions)
  67. Cards‏‎ (64 revisions)
  68. Weapons‏‎ (64 revisions)
  69. Scores‏‎ (64 revisions)
  70. Tactical Planning‏‎ (63 revisions)
  71. Self-Facilitated Games‏‎ (63 revisions)
  72. Companions‏‎ (63 revisions)
  73. Enforced Agent Behavior‏‎ (63 revisions)
  74. Strategic Knowledge‏‎ (63 revisions)
  75. Complex Gameplay‏‎ (63 revisions)
  76. Character Defining Actions‏‎ (63 revisions)
  77. Skills‏‎ (63 revisions)
  78. Focus Loci‏‎ (62 revisions)
  79. Extended Actions‏‎ (62 revisions)
  80. Assassin's Creed series‏‎ (62 revisions)
  81. Social Dilemmas‏‎ (61 revisions)
  82. AI Players‏‎ (61 revisions)
  83. Parties‏‎ (60 revisions)
  84. Traverse‏‎ (60 revisions)
  85. Replayability‏‎ (60 revisions)
  86. Improved Abilities‏‎ (59 revisions)
  87. High Score Lists‏‎ (59 revisions)
  88. Communication Channels‏‎ (59 revisions)
  89. Game State Indicators‏‎ (59 revisions)
  90. Varied Gameplay‏‎ (58 revisions)
  91. Storytelling‏‎ (58 revisions)
  92. Internal Conflicts‏‎ (58 revisions)
  93. Deck Building‏‎ (57 revisions)
  94. Damage‏‎ (57 revisions)
  95. Game State Overviews‏‎ (57 revisions)
  96. Narration Structures‏‎ (57 revisions)
  97. Penalties‏‎ (56 revisions)
  98. Heterogeneous Game Element Ownership‏‎ (56 revisions)
  99. Area Control‏‎ (56 revisions)
  100. Difficulty Levels‏‎ (55 revisions)
  101. Luck‏‎ (55 revisions)
  102. Abstract Player Constructs‏‎ (55 revisions)
  103. Fudged Results‏‎ (55 revisions)
  104. Committed Goals‏‎ (54 revisions)
  105. Stealth‏‎ (54 revisions)
  106. Massively Single-Player Online Games‏‎ (54 revisions)
  107. Extra-Game Actions‏‎ (54 revisions)
  108. Downtime‏‎ (54 revisions)
  109. Obstacles‏‎ (54 revisions)
  110. Speedruns‏‎ (53 revisions)
  111. Conditional Passageways‏‎ (53 revisions)
  112. Private Game Spaces‏‎ (53 revisions)
  113. Game Element Insertion‏‎ (53 revisions)
  114. Strategic Planning‏‎ (53 revisions)
  115. Late Arriving Players‏‎ (53 revisions)
  116. Extra Chances‏‎ (53 revisions)
  117. Drawing Stacks‏‎ (53 revisions)
  118. Open Destiny‏‎ (52 revisions)
  119. Game World Exploration‏‎ (52 revisions)
  120. Social Roles‏‎ (52 revisions)
  121. No Direct Player Influence‏‎ (52 revisions)
  122. Collections‏‎ (51 revisions)
  123. Ubiquitous Gameplay‏‎ (51 revisions)
  124. Traps‏‎ (51 revisions)
  125. Player/Character Skill Composites‏‎ (51 revisions)
  126. Mediated Gameplay‏‎ (51 revisions)
  127. Puzzle Solving‏‎ (50 revisions)
  128. Dialogues‏‎ (50 revisions)
  129. Actions Have Diegetically Social Consequences‏‎ (50 revisions)
  130. Player-Planned Development‏‎ (49 revisions)
  131. Choke Points‏‎ (49 revisions)
  132. Safe Havens‏‎ (49 revisions)
  133. Zero-Player Games‏‎ (49 revisions)
  134. Ability Losses‏‎ (49 revisions)
  135. Experimenting‏‎ (48 revisions)
  136. Higher-Level Closures as Gameplay Progresses‏‎ (48 revisions)
  137. Excise‏‎ (48 revisions)
  138. Chat Channels‏‎ (48 revisions)
  139. Predictable Consequences‏‎ (48 revisions)
  140. Functional Roles‏‎ (48 revisions)
  141. Interruptibility‏‎ (48 revisions)
  142. Casual Gameplay‏‎ (48 revisions)
  143. Detective Structures‏‎ (47 revisions)
  144. Rhythm-Based Actions‏‎ (47 revisions)
  145. Collaborative Actions‏‎ (47 revisions)
  146. Gameplay Mastery‏‎ (46 revisions)
  147. Grind Achievements‏‎ (46 revisions)
  148. Non-Renewable Resources‏‎ (46 revisions)
  149. Eliminate‏‎ (45 revisions)
  150. Sanctioned Cheating‏‎ (45 revisions)
  151. Team Balance‏‎ (45 revisions)
  152. Bidding‏‎ (45 revisions)
  153. Encouraged Return Visits‏‎ (45 revisions)
  154. Abilities‏‎ (45 revisions)
  155. Alignment‏‎ (45 revisions)
  156. Abstract Player Construct Development‏‎ (44 revisions)
  157. Optional Goals‏‎ (44 revisions)
  158. Bookkeeping Tokens‏‎ (44 revisions)
  159. Decreased Abilities‏‎ (44 revisions)
  160. Tiles‏‎ (44 revisions)
  161. Spectators‏‎ (44 revisions)
  162. Vehicles‏‎ (44 revisions)
  163. Evolving Rule Sets‏‎ (44 revisions)
  164. Loyalty‏‎ (43 revisions)
  165. Goal Achievements‏‎ (43 revisions)
  166. Player Characters‏‎ (43 revisions)
  167. Mutual Goals‏‎ (43 revisions)
  168. Player Elimination‏‎ (43 revisions)
  169. Excluding Goals‏‎ (43 revisions)
  170. Meta Games‏‎ (43 revisions)
  171. Uncertainty of Information‏‎ (43 revisions)
  172. Drafting‏‎ (43 revisions)
  173. Capture‏‎ (43 revisions)
  174. Pervasive Gameplay‏‎ (43 revisions)
  175. Lives‏‎ (42 revisions)
  176. Crafting‏‎ (42 revisions)
  177. Grinding‏‎ (42 revisions)
  178. Budgeted Action Points‏‎ (42 revisions)
  179. Maneuvering‏‎ (42 revisions)
  180. Point of Interest Indicators‏‎ (42 revisions)
  181. Location-Fixed Abilities‏‎ (41 revisions)
  182. Minigames‏‎ (41 revisions)
  183. Social Adaptability‏‎ (41 revisions)
  184. Player Killing‏‎ (41 revisions)
  185. Gain Ownership‏‎ (41 revisions)
  186. Player-Created Characters‏‎ (41 revisions)
  187. Endgame‏‎ (40 revisions)
  188. God Views‏‎ (40 revisions)
  189. FUBAR Enjoyment‏‎ (40 revisions)
  190. Equipment‏‎ (40 revisions)
  191. Replays‏‎ (40 revisions)
  192. Value of Effort‏‎ (40 revisions)
  193. Underlying Assumptions and Concepts‏‎ (39 revisions)
  194. Gameplay Statistics‏‎ (39 revisions)
  195. Ephemeral Goals‏‎ (39 revisions)
  196. Negotiable Game Sessions‏‎ (39 revisions)
  197. Performance Uncertainty‏‎ (39 revisions)
  198. Competence Areas‏‎ (39 revisions)
  199. Clues‏‎ (39 revisions)
  200. Check Points‏‎ (39 revisions)
  201. Gossip‏‎ (39 revisions)
  202. Player-Defined Goals‏‎ (39 revisions)
  203. Asymmetric Starting Conditions‏‎ (39 revisions)
  204. Death Consequences‏‎ (38 revisions)
  205. Alarms‏‎ (38 revisions)
  206. Real World Gameplay Spaces‏‎ (38 revisions)
  207. Permadeath‏‎ (38 revisions)
  208. Quick Travel‏‎ (38 revisions)
  209. Player Unpredictability‏‎ (38 revisions)
  210. Strategic Locations‏‎ (38 revisions)
  211. Props‏‎ (38 revisions)
  212. Pottering‏‎ (38 revisions)
  213. Team Development‏‎ (38 revisions)
  214. Bluffing‏‎ (37 revisions)
  215. Memorizing‏‎ (37 revisions)
  216. Health‏‎ (37 revisions)
  217. Territories‏‎ (37 revisions)
  218. Regenerating Resources‏‎ (37 revisions)
  219. Spawning‏‎ (37 revisions)
  220. Pick-Ups‏‎ (37 revisions)
  221. Cameras‏‎ (37 revisions)
  222. Flanking Routes‏‎ (37 revisions)
  223. Extra-Game Broadcasting‏‎ (37 revisions)
  224. Mules‏‎ (37 revisions)
  225. Team Combos‏‎ (37 revisions)
  226. Interruptible Actions‏‎ (37 revisions)
  227. First-Person Views‏‎ (36 revisions)
  228. Ragequitting‏‎ (36 revisions)
  229. Reflective Communication‏‎ (36 revisions)
  230. Discard Piles‏‎ (36 revisions)
  231. Scenes‏‎ (36 revisions)
  232. Warp Zones‏‎ (36 revisions)
  233. Evade‏‎ (36 revisions)
  234. Team Accomplishments‏‎ (36 revisions)
  235. Resource Caps‏‎ (36 revisions)
  236. Secret Goals‏‎ (36 revisions)
  237. Time Limited Game Instances‏‎ (36 revisions)
  238. Dynamic Difficulty Adjustment‏‎ (36 revisions)
  239. Further Player Improvement Potential‏‎ (36 revisions)
  240. Delayed Effects‏‎ (36 revisions)
  241. Role Fulfillment‏‎ (36 revisions)
  242. Power-Ups‏‎ (36 revisions)
  243. Gain Competence‏‎ (35 revisions)
  244. Negotiable Play Sessions‏‎ (35 revisions)
  245. Betting‏‎ (35 revisions)
  246. Ultra-Powerful Events‏‎ (35 revisions)
  247. Dynamic Goal Characteristics‏‎ (35 revisions)
  248. Goal-Driven Personal Development‏‎ (35 revisions)
  249. Delayed Reciprocity‏‎ (35 revisions)
  250. Gameplay Engines‏‎ (34 revisions)
  251. Massively Multiplayer Online Games‏‎ (34 revisions)
  252. Alternate Reality Gameplay‏‎ (34 revisions)
  253. Continuous Goals‏‎ (34 revisions)
  254. Split-Screen Views‏‎ (34 revisions)
  255. Handicap Systems‏‎ (34 revisions)
  256. PvP‏‎ (34 revisions)
  257. Optional Rules‏‎ (34 revisions)
  258. Handles‏‎ (34 revisions)
  259. Gameplay Design Pattern Template‏‎ (34 revisions)
  260. Time Pressure‏‎ (34 revisions)
  261. Inventories‏‎ (33 revisions)
  262. Vision Modes‏‎ (33 revisions)
  263. Installations‏‎ (33 revisions)
  264. Destructible Objects‏‎ (33 revisions)
  265. Invulnerabilities‏‎ (33 revisions)
  266. Process‏‎ (33 revisions)
  267. Hands‏‎ (33 revisions)
  268. Shared Resources‏‎ (33 revisions)
  269. Conceal‏‎ (33 revisions)
  270. Herd‏‎ (32 revisions)
  271. Tied Results‏‎ (32 revisions)
  272. Characteristics‏‎ (32 revisions)
  273. Environmental Storytelling‏‎ (32 revisions)
  274. Purchasable Game Advantages‏‎ (32 revisions)
  275. Renamed Patterns‏‎ (32 revisions)
  276. Minimalized Social Weight‏‎ (32 revisions)
  277. Secondary Interface Screens‏‎ (32 revisions)
  278. Expansion‏‎ (32 revisions)
  279. Progress Indicators‏‎ (32 revisions)
  280. Armor‏‎ (32 revisions)
  281. Determinable Chance to Succeed‏‎ (32 revisions)
  282. Non-Player Help‏‎ (32 revisions)
  283. Unlocking‏‎ (32 revisions)
  284. Information Passing‏‎ (32 revisions)
  285. Save Scumming‏‎ (31 revisions)
  286. Team Strategy Identification‏‎ (31 revisions)
  287. Early Leaving Players‏‎ (31 revisions)
  288. Handicap Achievements‏‎ (31 revisions)
  289. Emotional Attachment‏‎ (31 revisions)
  290. Gain Information‏‎ (31 revisions)
  291. Testing Achievements‏‎ (31 revisions)
  292. Achilles' Heels‏‎ (31 revisions)
  293. Renewable Resources‏‎ (31 revisions)
  294. Game Pauses‏‎ (31 revisions)
  295. Line of Sight‏‎ (31 revisions)
  296. Torchlight‏‎ (31 revisions)
  297. Save-Load Cycles‏‎ (31 revisions)
  298. Extra-Game Input‏‎ (31 revisions)
  299. Traces‏‎ (31 revisions)
  300. Helpers‏‎ (31 revisions)
  301. Geometric Progression‏‎ (31 revisions)
  302. Player-Location Proximity‏‎ (31 revisions)
  303. Awareness of Surroundings‏‎ (30 revisions)
  304. Asynchronous Gameplay‏‎ (30 revisions)
  305. Goal Hierarchies‏‎ (30 revisions)
  306. Scripted Information Sequences‏‎ (30 revisions)
  307. Negative Feedback Loops‏‎ (30 revisions)
  308. Altruistic Actions‏‎ (30 revisions)
  309. Predefined Goals‏‎ (30 revisions)
  310. Quick Returns‏‎ (30 revisions)
  311. Vulnerabilities‏‎ (30 revisions)
  312. Social Rewards‏‎ (30 revisions)
  313. Bases‏‎ (30 revisions)
  314. Last Man Standing‏‎ (30 revisions)
  315. Gameplay Design Patterns DiGRA 2022 Workshop‏‎ (30 revisions)
  316. Shared Rewards‏‎ (30 revisions)
  317. TvT‏‎ (30 revisions)
  318. Live Action Roleplaying‏‎ (30 revisions)
  319. Deliver‏‎ (29 revisions)
  320. Mini-maps‏‎ (29 revisions)
  321. Dice‏‎ (29 revisions)
  322. Spectacular Failure Enjoyment‏‎ (29 revisions)
  323. Player Agency‏‎ (29 revisions)
  324. Setback Penalties‏‎ (29 revisions)
  325. Switches‏‎ (29 revisions)
  326. Boss Monsters‏‎ (29 revisions)
  327. Picture-in-Picture Views‏‎ (29 revisions)
  328. Preventing Goals‏‎ (29 revisions)
  329. Orthogonal Differentiation‏‎ (29 revisions)
  330. Selectable Set of Goals‏‎ (28 revisions)
  331. Player Created Game Elements‏‎ (28 revisions)
  332. Exploitation‏‎ (28 revisions)
  333. Game Lobbies‏‎ (28 revisions)
  334. Instances‏‎ (28 revisions)
  335. Negotiable Game Instance Duration‏‎ (28 revisions)
  336. PvE‏‎ (28 revisions)
  337. Real Life Activities Affect Game State‏‎ (28 revisions)
  338. Shared Penalties‏‎ (28 revisions)
  339. Reconfigurable Game Worlds‏‎ (28 revisions)
  340. No-Ops‏‎ (28 revisions)
  341. Illusionary Rewards‏‎ (28 revisions)
  342. Game Element Trading‏‎ (28 revisions)
  343. Collectible Card Games‏‎ (28 revisions)
  344. Big Dumb Objects‏‎ (28 revisions)
  345. Save Points‏‎ (28 revisions)
  346. Dexterity-Based Actions‏‎ (27 revisions)
  347. Game Time Manipulation‏‎ (27 revisions)
  348. Privileged Movement‏‎ (27 revisions)
  349. Spawn Points‏‎ (27 revisions)
  350. Extermination‏‎ (27 revisions)
  351. Controllers‏‎ (27 revisions)
  352. Loot‏‎ (27 revisions)
  353. Predictable Winner‏‎ (27 revisions)
  354. Tick-Based Games‏‎ (27 revisions)
  355. Drafting Spreads‏‎ (27 revisions)
  356. Ammunition‏‎ (27 revisions)
  357. Trade-Offs‏‎ (27 revisions)
  358. Temporary Abilities‏‎ (27 revisions)
  359. Beat the Leader‏‎ (26 revisions)
  360. Guard‏‎ (26 revisions)
  361. Token Placement‏‎ (26 revisions)
  362. Fog of War‏‎ (26 revisions)
  363. God Fingers‏‎ (26 revisions)
  364. Upgrades‏‎ (26 revisions)
  365. Possibility of Anonymity‏‎ (26 revisions)
  366. Unknown Goals‏‎ (26 revisions)
  367. Hovering Closures‏‎ (26 revisions)
  368. Temporal Consistency‏‎ (26 revisions)
  369. Tiebreakers‏‎ (26 revisions)
  370. Actor Detachment‏‎ (25 revisions)
  371. Game Termination Penalties‏‎ (25 revisions)
  372. Winner determined after Gameplay Ends‏‎ (25 revisions)
  373. Closure Points‏‎ (25 revisions)
  374. One-Way Travel‏‎ (25 revisions)
  375. Always Vulnerable‏‎ (25 revisions)
  376. Campaigns‏‎ (25 revisions)
  377. Enactment‏‎ (25 revisions)
  378. Hotseating‏‎ (25 revisions)
  379. Naming‏‎ (25 revisions)
  380. Own Agenda‏‎ (25 revisions)
  381. Helplessness‏‎ (25 revisions)
  382. Game Instance Stories‏‎ (25 revisions)
  383. Killcams‏‎ (25 revisions)
  384. Sniper Locations‏‎ (24 revisions)
  385. Variable Accuracy‏‎ (24 revisions)
  386. Feigned Die Rolls‏‎ (24 revisions)
  387. Pre-Customized Decks‏‎ (24 revisions)
  388. Self-Reported Positioning‏‎ (24 revisions)
  389. Game World Navigation‏‎ (24 revisions)
  390. Non-Diegetic Features‏‎ (24 revisions)
  391. Game Over‏‎ (24 revisions)
  392. Legacy Games‏‎ (24 revisions)
  393. Movement Limitations‏‎ (24 revisions)
  394. Ambiguous Responses‏‎ (24 revisions)
  395. Crosshairs‏‎ (24 revisions)
  396. Camping‏‎ (24 revisions)
  397. Action Caps‏‎ (24 revisions)
  398. Game Boards‏‎ (24 revisions)
  399. Social Skills‏‎ (24 revisions)
  400. Unpredictable Behavior‏‎ (24 revisions)
  401. MacGuffins‏‎ (24 revisions)
  402. Player Augmentations‏‎ (24 revisions)
  403. Artifact-Location Proximity‏‎ (24 revisions)
  404. Critical Hits‏‎ (23 revisions)
  405. Guilting‏‎ (23 revisions)
  406. Transferable Items‏‎ (23 revisions)
  407. Early Elimination‏‎ (23 revisions)
  408. Strongholds‏‎ (23 revisions)
  409. Unwinnable Game States‏‎ (23 revisions)
  410. Positive Feedback Loops‏‎ (23 revisions)
  411. Adventures‏‎ (23 revisions)
  412. Player-Artifact Proximity‏‎ (23 revisions)
  413. Equipment Slots‏‎ (23 revisions)
  414. Automated Responses‏‎ (23 revisions)
  415. Resource Locations‏‎ (23 revisions)
  416. Alien Space Bats‏‎ (23 revisions)
  417. Cooldown‏‎ (23 revisions)
  418. Save Files‏‎ (23 revisions)
  419. Battlestar Galactica: The Board Game‏‎ (23 revisions)
  420. Exceptional Events‏‎ (22 revisions)
  421. Workshopping‏‎ (22 revisions)
  422. Rescue‏‎ (22 revisions)
  423. Transport Routes‏‎ (22 revisions)
  424. Physical Navigation‏‎ (22 revisions)
  425. Ghosts‏‎ (22 revisions)
  426. Varying Turn Orders‏‎ (22 revisions)
  427. Arithmetic Progression‏‎ (22 revisions)
  428. Life Penalties‏‎ (22 revisions)
  429. Meta-Techniques‏‎ (22 revisions)
  430. Secret Areas‏‎ (22 revisions)
  431. Player Physical Prowess‏‎ (22 revisions)
  432. Sidegrades‏‎ (22 revisions)
  433. Crossmedia Gameplay‏‎ (22 revisions)
  434. Repetitive Gameplay‏‎ (22 revisions)
  435. Gameplay Design Pattern Template, Shortened‏‎ (22 revisions)
  436. Public Player Statistics‏‎ (22 revisions)
  437. Asynchronous Collaborative Actions‏‎ (21 revisions)
  438. Trick Taking‏‎ (21 revisions)
  439. Mutual FUBAR Enjoyment‏‎ (21 revisions)
  440. Supporting Goals‏‎ (21 revisions)
  441. Varying Rule Sets‏‎ (21 revisions)
  442. Surprise Attacks‏‎ (21 revisions)
  443. Shrinking Game Worlds‏‎ (21 revisions)
  444. Player Kicking‏‎ (21 revisions)
  445. Winning by Ending Gameplay‏‎ (21 revisions)
  446. Surrendering‏‎ (21 revisions)
  447. Connection‏‎ (21 revisions)
  448. Generic Adversaries‏‎ (21 revisions)
  449. Game Servers‏‎ (21 revisions)
  450. Individual Penalties‏‎ (21 revisions)
  451. Flip-Flop Events‏‎ (21 revisions)
  452. Player-Avatar Proximity‏‎ (21 revisions)
  453. Polyathlons‏‎ (21 revisions)
  454. Kingmaker‏‎ (21 revisions)
  455. Sockets‏‎ (21 revisions)
  456. Team Elimination‏‎ (21 revisions)
  457. End State Scoring‏‎ (21 revisions)
  458. Diegetically Tangible Game Items‏‎ (21 revisions)
  459. Facilitating Rewards‏‎ (20 revisions)
  460. Leaps of Faith‏‎ (20 revisions)
  461. Solution Uncertainty‏‎ (20 revisions)
  462. Unsynchronized Game Sessions‏‎ (20 revisions)
  463. Visits‏‎ (20 revisions)
  464. Goal Indicators‏‎ (20 revisions)
  465. Tiered Participation‏‎ (20 revisions)
  466. Ephemeral Events‏‎ (20 revisions)
  467. Chargers‏‎ (20 revisions)
  468. Incompatible Goals‏‎ (20 revisions)
  469. Moveable Tiles‏‎ (20 revisions)
  470. Coupled Games‏‎ (20 revisions)
  471. Zone of Control‏‎ (20 revisions)
  472. Galleries‏‎ (20 revisions)
  473. Real World Knowledge Advantages‏‎ (20 revisions)
  474. Possibility of Graceful Surrender‏‎ (20 revisions)
  475. Melodramatic Structures‏‎ (20 revisions)
  476. Enforced Player Anonymity‏‎ (20 revisions)
  477. Character Alignments‏‎ (20 revisions)
  478. Hiding Places‏‎ (20 revisions)
  479. Near Miss Indicators‏‎ (20 revisions)
  480. Memorabilia‏‎ (20 revisions)
  481. Startgame‏‎ (20 revisions)
  482. Synchronous Gameplay‏‎ (19 revisions)
  483. Player-Player Proximity‏‎ (19 revisions)
  484. Physical Enactment‏‎ (19 revisions)
  485. Invisible Walls‏‎ (19 revisions)
  486. Clickability‏‎ (19 revisions)
  487. Critical Results‏‎ (19 revisions)
  488. Configuration‏‎ (19 revisions)
  489. Arenas‏‎ (19 revisions)
  490. Interferable Goals‏‎ (19 revisions)
  491. Friendly Fire‏‎ (19 revisions)
  492. Attention Demanding Gameplay‏‎ (19 revisions)
  493. Changes in Perception of Real World Phenomena due to Gameplay‏‎ (19 revisions)
  494. Tile-Laying‏‎ (19 revisions)
  495. Quick Time Events‏‎ (19 revisions)
  496. HUD Interfaces‏‎ (19 revisions)
  497. Anonymous Actions‏‎ (19 revisions)
  498. Neighbors‏‎ (19 revisions)
  499. Main Quests‏‎ (19 revisions)
  500. Uncertainty of Outcome‏‎ (19 revisions)

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