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

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