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- 0-Dimension Gameplay
- 1-Dimensional Gameplay
- 1-Dimensional Gameworld
- 2-Dimensional Gameplay
- 2-Dimensional Gameworld
- 3-Dimensional Gameplay
- 3-Dimensional Gameworld
- Agent Goals
- Analog Pushbutton
- Audio Display Hardware
- Aural Output
- Available templates
- Bonus Stage
- Boss Challenge
- Buttonpress Indicator
- Camera-based World View
- Camera Binding
- Camera Dimensions
- Cardinality Of Gameworld
- Cardinality of Gameplay
- Challenge Segmentation
- Character customization
- Checkpoint
- Closed Cycle Haptics
- Collectables
- Complete Information
- Compound Action
- Confirmation
- Control Bindings Display
- Cooperative Multiplayer
- Cropping
- Customization via Game Menu
- Data Structures
- Difficulty Levels
- Digital Pushbutton
- Direction Pad
- Dominant Strategy
- Dynamic Difficulty Adjustment
- Economies of Scale
- Economies of Scope
- Entity Manipulation
- Entity Programming Interface
- Evaluation of Ending
- Example - Proposing a new entry
- Expiration
- Extra-game Customization
- Feedback
- First-person Point of View
- Fourway Joystick
- Frequently Asked Questions
- Game Ends
- Game Goals
- Gameplay Rules
- Gameworld Exhaustion
- Gameworld Rules
- General Structure for Ontology Entries
- Goal Metrics
- Goals
- Gravity
- Gravity Manipulation
- Haptic Display
- Head Up Display
- Health Indicator
- In-game Customization
- Incomplete Information
- Indirect Manipulation
- Input
- Input Devices
- Input Method
- Interface
- Interleaved Games
- Intransitive Relationships
- Level
- Life Support
- Lightgun
- Lives
- Lives Indicator
- Located Camera
- Locus of Manipulation
- Main Page
- Manipulation Method
- Map Display
- Menu Interface
- Microphone
- Mission
- Multiplayer
- Multiple Entity Manipulation
- Narrative Exhaustion
- Narrative Segmentation
- Next Piece Indicator
- No Game End
- Ontology Entry Format
- Open Cycle Haptics
- Optional Goals
- Passing
- Performance Record
- Persistent Gameworld
- Player Configurable Buttons/Keys
- Player Manipulable Rules
- Point Of View