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

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