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Showing below up to 500 results in range #41 to #540.

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

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