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Showing below up to 100 results in range #51 to #150.
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- 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
- Point and Click Interface
- Points Indicator
- Presentation
- Presentation Hardware
- Presentation Software
- Project Members
- Pseudo-Physical Rules
- Puzzle
- Radar Display
- Randomness
- Related Work
- Required Goals
- Resource Exhaustion
- Roaming Camera
- Rotary Paddle Control
- Rounds
- Rules
- Rules Synergies
- Savepoint
- Score
- Second-person Point of View
- Segmentation of Gameplay
- Sensory Output
- Side-Quest
- Single Entity Manipulation
- Solidity
- Spatial Checkpoint
- Spatial Segmentation
- Spawnpoint
- Special Weapon Indicator
- Stylus Pen
- Success Level
- Synchronized Button Press
- Tactile Output
- Taking Turns
- Targeted Camera
- Temporal Coordination
- Temporal Resource
- Temporal Segmentation
- Third-person Point of View
- Three Dimensional Camera Motion
- Three Dimensional Frame
- Thruster (two-way) Joystick
- Time
- Time Indicator
- To-Do List
- To Accelerate Time
- To Capture
- To Collect
- To Collide