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1868:"In this sense, then, game mechanics also describes the mechanisms of the game simulation... Other definitions, like Cook's (2005): "game mechanics are rule based system/simulations that facilitate and encourage a user to explore and learn the properties of their possibility space through the use of feedback mechanisms", while acknowledging the relations between players, rules and mechanics, fail to provide a sufficiently clear set of properties that allows the concept to be applied in a formal analysis of games. This definition is valuable since it incorporates the notion of feedback to the understanding of mechanics, but it falls short in explaining how we can identify a mechanic, or a set of mechanics, and how it is based in the rule system."
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learn the properties of their possibility space through feedback" would be a great addition to the lead. Currently, the article is heavily lacking in sources, so if you can replace unsourced material with sourced material, especially if the unsourced material is incorrect, that would be great and very helpful :) ~
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Which is interesting and all, and might see use in the
Gameplay article, but I'm really not sure if it is of great importance in this article. It is the core aspect of a game, but saying "the core aspect of the game is the core aspect of the game," or even "The most frequently used game mechanics are
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I would like to concur with the prevailing concept of "mechanic" as the definitive singular term. While "mechanism" is a reasonable alternative that is defined within the dictionary, it also is non-specific and only recently has been cited and changed within the BoardGameGeek website. Outside of that
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By far the more common word is "mechanic." Just Google "game mechanism." 95% of the pages that come back use "mechanic" and make no mention at all of "mechanism" even though that was the search term. This article should use "mechanic" for consistency and because it is the more accurate and preferred
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Well I don't have an academic-style reference, but it's fairly well-known in the gaming community that there are several classes of game mechanic, that line up pretty well with what's in this article. The basic ones are pretty obvious to anyone. I based some of the sections on game mechanics defined
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Also the portion about area influence/area control is mentioned in "Building Blocks of
Tabletop Game Design" by Shalev and Engelstein, which had already been cited repeatedly. Feel like a "citations needed" template would have been a better option than a mass blanking here, considering the portions
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One thing worth noting either way is that you'd need to combine multiple mechanics to create gameplay, which might be the key of the relationship between the two. Whether to combine the two articles... I really don't know. If this article could bring a good technical explanation of certain gameplay
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or combinations of the three. Three examples :- Ludo is a simple Race game with a
Capture ie Chase element'. Both Tic-Tac-Toe and Go are strict game of placement with no secondary moves. The majority of computer-based strategy games are definitely of the Chase or War category. Both Robert Charles
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Many games contain a form of catch-up logic, allowing players who are left behind (or unlucky) to stay in the competition. Such a mechanic is often seen in computer racing games, where the race leaders vehicle have a lower top speed. Another example is the board game
Powergrid, where the game order
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In my opinion, the first sentence of the article, "Game mechanics are constructs of rules or methods designed for interaction with the game state, thus providing gameplay," looks really good, and its source seems very adequate. I think the aspect of facilitating/encouraging players to "explore and
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I think the section is referring to what is also called "core gameplay", the basic elements that the players interact with through the whole game, as opposed to variations of rules at different levels. I've seen it defined in some articles about gameplay, you may have more luck searching for those
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This article seems to mostly present a taxonomy and set of distinctions as if they were widely accepted (though without citations), while in actuality there's considerable disagreement on the matter, and I think it'd be fair to say that analyzing games and the game-design process is still in its
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itself. And, sure, over the years it has all interconnected. And, yes, notability as such is a useful yardstick for inclusion criteria because having multiple reliable secondary sources is also partly what makes something notable. But it's not really notability that needs to be considered, but
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I think a definition of game mechanics needs to incorporate the idea of fun. As far as video games are concerned it helps to distinguish the thousands of rules that are in the background (after all a computer program is just a huge set of rules)from the meta level rules that turn a game into a
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Oh, that's really good. I especially like how it points out meta game mechanics, which could be an interesting addition to this article (though I am not sure where to put it. "Core and Meta Game mechanics" could deserve its own section?). This still doesn't really have anything to do with the
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Totally get that cleaning up an article like this is a total pain; I'm actually going to tag that it needs to be rewritten because I don't have time for this type of project. If you think you can find sources and/or remove the existing OR, that would be great. I tackled
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I do concede that the "cursed problems" section has a dearth of secondary sources, so I would be fine with leaving it excluded until further developments potentially arise. I hope that these are at least appropriate to get the majority of my edits back in order, homie.
1894:. We follow reliable sources, not what editors may or may not want to use. As you yourself pointed out, reliable sources use predominantly "mechanic(s)". We use this pretty much in all game-related articles. We can leave a note that alternate wording exists. —
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It seems to be somewhat "genre defining," and if it is a real thing, it might be interesting to add to the
Gameplay article. However, it doesn't seem to have any more to do with game mechanics than gameplay as a whole does. Any references I could check out?
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I've removed the following unsourced addition as it seems highly dubious. Who created this classification? What about all the other types of game not covered by this taxonomy? How about word plays, simulation games, games based on pure physical activity...?
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I'm not sure what sort of sources you want. The article is basically a descriptive list of facts. You don't need to refer to a source to know that some games use dice to control movement, for example. However, if you can find sources, please do add them in.
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Sorry for inserting fair bit of unreference material in
Engrish. But I believe distinction between game design (gameplay) and game programing (gamemechanics) is a useful conceptual framework. Hope someone can expand more on this very interesting topics.
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relationship between mechanics and gameplay, though, which the section that defines "basic gameplay" would be about. Interestingly, it does switch "core game mechanics" to "core gameplay" when it describes chess, as if the two are synonymous.
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To me this implies that these are what most game designers recognise as being the basic components to all games, not just a descriptive list of facts. I don't see any mention of balance here either except in one of it's forms as catch-up.
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2601:"All games use mechanics; however, the scientists at Mojang and styles differ as to their ultimate importance to the game" What does that even mean? And how is Mojang important enough to be mentioned in the introduction of this article?
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I haven't seen anyone establishing a hard distinction between game mechanics and gameplay; they're used interchangeably, with maybe some nuances of "mechanics" being reductionist/technical as a set of distinct rules and "gameplay" being
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Not to be nitpicky (actually, I guess that's exactly the purpose of this...) but I haven't seen any sources for this cited... I might try to find some sources at a later date, but I tend to be pretty lazy, so don't expect anything.
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Shall we discuss this? It seems there is some push and pull on this topic. Quoting from page 4 of "Game
Mechanics: Advanced Game Design" by Adams & Dormans: "Game designers are perfectly comfortable talking about a
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mechanics, I am sure that both articles could stand very well on their own. It seems neither article have a sufficient quality for that right now, though(but I must say that the lead section of
Gameplay looks pretty
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What is "Basic gameplay" and where does it come from? This is the first time I've heard of the concept and (vague) definition and I am unable to find anything about it on the internet. The
Knowledge (XXG) article on
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Notability applies to stand-alone articles, not as inclusion criteria for article content. The article indeed doesn't need every mechanic and such for many reasons, but this has nothing to do with notability.
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Anyway, I propose that we circumvent the argument entirely and allow people to make their own decision, by changing the
Heading of the section to an alternative that uses the plural not the singular.
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What's this supposed to mean? "Game mechanics are a shape different from rules, they are constructs of rules or methods designed for interaction with the game state, thus providing gameplay."
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a few years ago & it was a total slog; not sure if any of the sources there would be useful for you (some of them are academic and might have more useful info than just what was cited).
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Hey homie, I noticed you just deleted a ton of the work I just did on the article. I agree that the gamedeveloper.com source is sketchy, but the youtube channel in question is the official
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I have heard the term 'metagame mechanics', but I have not been able to understand what it is. Perhaps someone could add an explanation, either in this article or a new one on the subject?
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You're right that this whole article is a mess (it already has tags about needing sources & OR concerns), however, you also added a lot of unsourced or poorly sourced content. So per
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Specifically, I propose to remove the "Game mechanics vs. gameplay" and "Game mechanics vs theme" sections of this article and move them to this proposed "game design theory" article.
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This article isn't about game mechanics. It's about elements of static game like RPG. What's about sports, what's about 3d action game (platform, first person shooter, RTS)?
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youtube channel, which, while it is a primary source, is still a source, and is presented in such a fashion as to make it clear it is a primary source.
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I can't find that sentence anywhere in the article, but feel free to fix anything that is wrong. The article is in a pretty bad state, after all. ~
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would be mechanics (a framework of rules) for generating game mechanics. I'm not sure what both things should mean in detail, though. HTH —
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Avoid lists of gameplay concepts and items unless these are notable as discussed in secondary sources in their own right in gaming context
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sourcing in general. I would not feel comfortable agreeing on such strict criteria for this article, which your wording implies. —
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I'll try to dig the article I saw (I think it was by Daniel Cook, either at Gamasutra or Lost garden); it had a lot more to chew.
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The point about game balance is good - I've added a reference to it in the introduction, since there's an article on it already. -
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microcosm, "game mechanic" is used in significantly more articles and game theory essays throughout the history of the subject.
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Here are some sources which employ the phrase "game design theory" in a fashion that is distinct from "mechanics/mechanisms".
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Last time I checked, it was the first sentence in the lede. If I knew what it was supposed to mean, I would happily change it.
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in the singular form. They don't mean a person who repairs game engines! Instead, they are referring to a single game
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https://web.archive.org/web/20101215150410/http://www.fantasyflightgames.com/edge_minisite_sec.asp?eidm=38&esem=1
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elements and the Gameplay could give a good description of gameplay as something experienced by the user and crafted
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Thanks for rounding up some sources! I should have time tomorrow to do an in-depth review so I'll circle back then.
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as the singular form, indicating a single set of game rules associated with a single game element or interaction."
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The uncited sentence about "mutual exclusivity" is just simple probability and I would argue falls under routine
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to delete these "External links modified" talk page sections if they want to de-clutter talk pages, but see the
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Some quotes from various sources: "There's a real advantage to forging a game around strong main mechanic."
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If you have discovered URLs which were erroneously considered dead by the bot, you can report them with
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Salen, K. & Zimmerman, E. (2004). Rules of Play: Game Design Fundamentals. Massachusetts: MIT Press.
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on Knowledge (XXG). If you would like to participate, please visit the project page, where you can join
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My understanding is that is true in general but game mechanics would fall under
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circumvent the argument entirely and allow people to make their own decision
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2251:. 2. a worker who is skilled in the use of tools, machines, equipment, etc.
1752:==Broad types of game == The majority of games fall into three categories '
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http://www.fantasyflightgames.com/edge_minisite_sec.asp?eidm=38&esem=1
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for a while. Though most of it is self-published, the basics have been
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in game literature. See for instance McGuire & Jenkins and Sicart.
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is changed to make the weakest players go first when buying resources.
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First hit of my search, a classification of game mechanics in layers:
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that governs a certain game element. In this book, we prefer to use
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Maybe someone can supply a better definition of "game mechanics"?
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for the singular form, especially after reading the definition of
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you removed are frankly better cited than what you left alone.
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1. a person who repairs and maintains machinery, motors, etc.:
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article as a section of this one to avoid confusion to readers.
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http://www.lostgarden.com/2006/10/what-are-game-mechanics.html
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is a guideline. Policy comes before guideline. It is in fact
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Looking for that, I found this description of core mechanics:
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Found this article about game design, it may be interesting.
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There you go... I've added 1,300 meaty words. Better? :-) -
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for additional information. I made the following changes:
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expert whose work in the relevant field has been published
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categories. In addition, there is the large sub-genre of
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early stages. There have been some proposals, such as a
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Knowledge (XXG) level-5 vital articles in Everyday life
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different types of probability as "colors of noise"
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2265:Creating Games: Mechanics, Content, and Technology
2263:McGuire, Morgan; Jenkins, Odest Chadwicke (2009).
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1604:Good point! I've added a section about this. -
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2902:. A lot of works on game design (
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2436:Does this sound reasonable:
2138:, and thus Cook counts as "
2136:made available at Gamasutra
1972:09:29, 24 August 2014 (UTC)
1832:09:29, 24 August 2014 (UTC)
1767:Harold James Ruthven Murray
1747:18:13, 19 August 2008 (UTC)
1727:01:20, 14 August 2008 (UTC)
1692:Gamemechanics v.s. Gameplay
1532:17:59, 1 January 2006 (UTC)
1513:This doesn't say anything.
1050:No did you know nominations
3040:
2555:(last update: 5 June 2024)
2491:Hello fellow Wikipedians,
2479:16:55, 4 August 2015 (UTC)
2456:16:03, 4 August 2015 (UTC)
2432:16:01, 4 August 2015 (UTC)
2411:12:04, 4 August 2015 (UTC)
2392:16:59, 3 August 2015 (UTC)
1955:18:50, 27 April 2014 (UTC)
1930:18:48, 27 April 2014 (UTC)
1609:22:47, 14 April 2006 (UTC)
1557:would be the mechanics of
1325:project's importance scale
1054:Reviews and reassessments
348:project's importance scale
2950:01:36, 8 March 2024 (UTC)
2882:22:10, 6 March 2024 (UTC)
2868:21:46, 6 March 2024 (UTC)
2843:00:10, 7 March 2024 (UTC)
2798:23:06, 6 March 2024 (UTC)
2776:22:25, 6 March 2024 (UTC)
2753:23:07, 6 March 2024 (UTC)
2739:21:59, 6 March 2024 (UTC)
2684:21:26, 6 March 2024 (UTC)
2649:21:15, 6 March 2024 (UTC)
2292:"Defining Game Mechanics"
2203:; Dormans, Joris (2012).
1892:how Knowledge (XXG) works
1680:04:00, 30 June 2006 (UTC)
1650:22:35, 29 June 2006 (UTC)
1318:
1241:
1129:
707:Good article nominations
627:
426:
371:
354:
341:
274:
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80:Be welcoming to newcomers
2707:"area control/influence"
2597:the scientists at Mojang
1908:10:17, 16 May 2017 (UTC)
1881:01:12, 16 May 2017 (UTC)
1853:00:27, 6 July 2016 (UTC)
1636:04:32, 8 June 2006 (UTC)
1625:02:47, 8 June 2006 (UTC)
1521:11:06, 24 Jun 2005 (UTC)
1353:It is requested that an
1269:This article is part of
908:The King of Fighters '99
818:Pokémon Sword and Shield
732:Puff-puff (onomatopoeia)
659:Mario Party: The Top 100
123:Find video game sources:
2890:Possible split proposal
2856:Role-playing game terms
2688:Some secondary sources:
2487:External links modified
1961:Defining Game Mechanics
1102:A Space for the Unbound
998:The Great Giana Sisters
616:Minecraft – Volume Beta
376:Video games WikiProject
361:Video games WikiProject
305:WikiProject Video games
2964:C-Class vital articles
2249:an automobile mechanic
1787:
1704:a bit too prescriptive
1382:Free Image Search Tool
1375:media request template
1349:
1189:translation from japan
932:Fan-made Pokémon games
499:SuperBot Entertainment
75:avoid personal attacks
2357:QUALITY IN VIDEOGAMES
1810:Personally, I prefer
1790:Mechanic or Mechanism
1750:
1481:. Student editor(s):
1439:Game design#Narrative
1348:
1296:Board and table games
1233:Board and table games
1133:Articles that need...
239:on Knowledge (XXG)'s
232:level-5 vital article
100:Neutral point of view
2908:mechanics/mechanisms
2536:regular verification
2353:Fabricatore, Carlo.
1669:Game Design Workshop
1392:and other web sites.
770:Shin Megami Tensei V
632:No major discussions
105:No original research
2526:After February 2018
1873:TheCrippledWerewolf
1371:improve its quality
1369:in this article to
328:video game articles
2922:and alluded to by
2912:game design theory
2900:Game design theory
2580:InternetArchiveBot
2531:InternetArchiveBot
1936:this comment page:
1537:Metagame mechanics
1479:on the course page
1350:
856:Yoshi's New Island
538:David Pierce (CEO)
297:Video games portal
241:content assessment
86:dispute resolution
47:
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2814:that is based on
2774:
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2217:978-0-321-82027-3
1906:
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1843:comment added by
1785:and Puzzle games.
1457:
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1428:in most browsers.
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629:Other discussions
590:Merge discussions
210:
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166:free news sources
66:Assume good faith
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2232:"mechanic,
1583:TowerDragon
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1279:board games
1177:screenshots
894:Async Corp.
718:Donkey Kong
596:Screen Rant
506:participant
374:Summary of
363:open tasks:
359:Summary of
319:Video games
310:video games
266:Video games
160:free images
31:not a forum
2958:Categories
2664:notability
2587:Report bug
2297:August 24,
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2187:References
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2102:Maplestrip
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1992:Maplestrip
1964:RareEntity
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1559:meta games
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671:The Sims 4
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378:open tasks
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2924:@Delirium
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2563:this tool
1914:Reference
1812:mechanism
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1765:Bell and
1762:Chase/War
1577:See also
1443:Narrative
1437:] Anchor
1171:cover art
1165:infoboxes
842:Ether One
780:Justin Yu
683:Smash Hit
235:is rated
204:WPVG/Talk
88:if needed
71:Be polite
21:talk page
2616:Sourcing
2576:Cheers.—
2379:Is fail.
2209:Peachpit
2142:by RSs".
2121:gameplay
2117:holistic
1984:Gameplay
1841:unsigned
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1615:Sources?
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1509:Untitled
1495:PrimeBOT
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1771:Mancala
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1633:dmmaus
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460:Bidoof
413:alerts
243:scale.
2833:KNOWZ
2820:WP:RS
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2831:HELL
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2764:HELL
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