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

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