Naming NamesComplications Ensue
Complications Ensue:
The Crafty Screenwriting, TV and Game Writing Blog




Archives

April 2004

May 2004

June 2004

July 2004

August 2004

September 2004

October 2004

November 2004

December 2004

January 2005

February 2005

March 2005

April 2005

May 2005

June 2005

July 2005

August 2005

September 2005

October 2005

November 2005

December 2005

January 2006

February 2006

March 2006

April 2006

May 2006

June 2006

July 2006

August 2006

September 2006

October 2006

November 2006

December 2006

January 2007

February 2007

March 2007

April 2007

May 2007

June 2007

July 2007

August 2007

September 2007

October 2007

November 2007

December 2007

January 2008

February 2008

March 2008

April 2008

May 2008

June 2008

July 2008

August 2008

September 2008

October 2008

November 2008

December 2008

January 2009

February 2009

March 2009

April 2009

May 2009

June 2009

July 2009

August 2009

September 2009

October 2009

November 2009

December 2009

January 2010

February 2010

March 2010

April 2010

May 2010

June 2010

July 2010

August 2010

September 2010

October 2010

November 2010

December 2010

January 2011

February 2011

March 2011

April 2011

May 2011

June 2011

July 2011

August 2011

September 2011

October 2011

November 2011

December 2011

January 2012

February 2012

March 2012

April 2012

May 2012

June 2012

July 2012

August 2012

September 2012

October 2012

November 2012

December 2012

January 2013

February 2013

March 2013

April 2013

May 2013

June 2013

July 2013

August 2013

September 2013

October 2013

November 2013

December 2013

January 2014

February 2014

March 2014

April 2014

May 2014

June 2014

July 2014

August 2014

September 2014

October 2014

November 2014

December 2014

January 2015

February 2015

March 2015

April 2015

May 2015

June 2015

August 2015

September 2015

October 2015

November 2015

December 2015

January 2016

February 2016

March 2016

April 2016

May 2016

June 2016

July 2016

August 2016

September 2016

October 2016

November 2016

December 2016

January 2017

February 2017

March 2017

May 2017

June 2017

July 2017

August 2017

September 2017

October 2017

November 2017

December 2017

January 2018

March 2018

April 2018

June 2018

July 2018

October 2018

November 2018

December 2018

January 2019

February 2019

November 2019

February 2020

March 2020

April 2020

May 2020

August 2020

September 2020

October 2020

December 2020

January 2021

February 2021

March 2021

May 2021

June 2021

November 2021

December 2021

January 2022

February 2022

August 2022

September 2022

November 2022

February 2023

March 2023

April 2023

May 2023

July 2023

September 2023

November 2023

January 2024

February 2024

June 2024

September 2024

 

Wednesday, June 12, 2024

At some point, you may be called upon to propose a title for a game. This generally won’t happen on a AAA game, where the title is the province of the marketing department, and is something like Assassin’s Creed: More Templar Shenanigans or Splinter Cell: Tracklist. But on smaller teams, writers are often involved. I’ve been part of the team coming up with names for We Happy Few, Stories: The Path of Destinies, South of Midnight, Biomorph and, as of yesterday, the company I work for, Netease, announced the game I'm working on, Fragpunk.

Developers usually give their game a working title or a code name to begin with. We Happy Few started as Glimpse. South of Midnight was once just Midnight. Some games only have a code number. The video game industry is secretive; most companies don’t like anyone to know what they’re working on until they're ready to start building awareness.

A working title can inspire people, and give them a sense of what sort of game they’re working on. Midnight is the witching hour, and the game is about a girl with witchy powers; if it had been a more humorous game set in the South, we might have codenamed it Moonshine. Glimpse referred to an early game mechanic where the procedurally generated world would regenerate whenever you weren’t looking. (We quickly realized that would just be annoying.)

The title needs to be something that players feel good about playing. I'm not sure I'd want "Alex is playing Shower With Your Dad Simulator" to come up on my friends' Steam feed, though obviously there are people who do.

It also can’t be too hard to type. I pushed for our game to be called I’m Afraid We’ve Come to the End of Our Time, but that was perceived as too long, in spite of What Remains of Edith Finch and Everyone's Gone to the Rapture. (We did eventually make a little spinoff VR game called We’ve Come to the End of Our Time.) Even Call of Duty gets abbreviated to COD because twelve letters are just too darn many to type.

But the main purpose of the title is to get people interested in finding out more about the game. It can do that in a few ways.

It can, first of all, just tell you what the game is about. Thief is about a thief. Portal is about making portals. Civilization is about building your civilization. Where in the World is Carmen Sandiego is about figuring out where Carmen Sandiego is. Unpacking is about unpacking. Guess what I Was a Teenage Exocolonist is about?

More often, the title hints at what the game is about without stating it so baldly. The Deus Ex games are about technologically enhanced human beings. Deus ex machina is a familiar Latin phrase meaning “god out of the machine.” The main character, Adam Jensen, is part man (made in God’s image) and part machine.

(In classic plays, the writer would sometimes get his characters in such a pickle that the only way he could bring it home was to have an actor fly in, supported by a crane (a machine), playing a god (deus, who would then sort things out. Deus ex machina refers to the writer resolving the plot arbitrarily rather than through the actions of the characters themselves. It's an implicit criticism, like "hat on a hat," although H.G. Wells got away with it in War of the Worlds.)

Kentucky Route Zero is about a road trip. But routes are never numbered zero; and are you really still in Kentucky? Mysterioso.

Call of Duty is a game about war. “Call of duty” is an old phrase referring to serving as a soldier.

All of these titles suggest rather than saying. A playing seeing “Kentucky Route Zero” will hopefully think, “Huh. What’s that about?”

How can you be South of a time of day? The rule in marketing is “sell the sizzle, not the steak.”

We Happy Few suggested that our few townspeople were happy, which indeed they are, but only because they're on happy drugs all the time. There are also fewer and fewer of them. Players could guess that the title was ironic. But how?

Biomorph is about a critter (a biological) who takes the shape (morph) of other critters.

What sort of a game are you trying to sell people? Is it quirky? Is it a survival game? Call it Don’t Starve. Is it about an octopus masquerading as a suburban dad? Octodad. Is it a dungeon crawler which is also a dating sim? Boyfriend Dungeon. A bureaucrat in a depressing Soviet-style transit office? Papers, Please

Of course, a game title can just be plain mysterious. The Return of the Obra Dinn is pleasantly ominous.

But a completely obscure title may not help with marketing. Disco Elysium was a hit, but probably not for its title. Undertale? Sigma Theory? Umurangi Generation? Engare? Goragoa? Zoombinis? These titles are distinctive, and shoot right to the top of the Google search standings. So that's good. But they tell you very little about the game. It’s probably best when the title doesn’t just stand out, it gives you a hint at least of the tone of the game.

So, why is it called Fragpunk?

Play the game when it comes out, and find out!

0 Comments:

Post a Comment

Back to Complications Ensue main blog page.



This page is powered by Blogger.