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

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