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Titling games

I usually base the name of the story or something significant that happens in the game. The title of my game "A Wayward Dream" is a symbolic name based off a certain event in the ending of the game.
 
Wow thanks people ^^ For those of you who might not realise *looks at signature* I am the Notes On Pulling The Sky Down guy :P

People might ask where I came up with it, but it is hard to say because it was more of an inspired epiphany, rather than something I put a lot of thought into. I thought of the characters name first - Skye. Then came the details of her introduction to the story. She washed up on the shore after falling out of the sky. Then it hit me, Skye, sky Notes On Pulling The Sky Down. Putting more thought into it, it's a metaphor, but it could also be considered to have some relevance to the later story.

I have received a lot of positive feedback for it, which I'm very glad of. The main thing was I loved it, myself, and I would have kept it if it was hated. A lot of people said it's too long, but I don't really care. I could have easily shortened it to 'Pull The Sky Down', but I think it loses a tad of its flair and originality. For every slightly negative response there seems to be 3 good ones. I just hope the game lives up to the title. I think it has (and will have) a lot of atmosphere though. Sky inspired title, sky blue windowskin, planning on having a sky themed menu ;)

Note - The story was originally intended in a novel context, and the small bits that seem cliche don't see so in that context. However I think the name might be better suited to a RMXP game, in a RMXP community, where people can appreciate originality.

Sorry, that's enough about myself. All my titles seem to be inspired, so it is hard to give advice. Thinking hard can come up with good results, but I think inspired titles are best. The only problem is some people don't get that feeling, and they need a title. Just keep your eyes and ears open, listen to a lot of music and appreciate the beauty in the world. A sure way to find some inspiration. Running on inspiration can be unpredictable and reliable though. You will never finish your game relying on it (but this is about titles).

The number one rule is, as ccoa said, stay away from cliches. However do not pick titles just because they sound cool, they should have SOME relevance to the game. The relevance can be vague, but nonetheless meaningful.

Long/Short is a matter of opinion, but both can work. I think the same thing can be said about choosing your name at the start/end of the game. I always choose mine somewhere near the start, but I make sure I know where the game is headed. Yes I'm using this word again - I get inspired by the title. You know, sometimes I think of a title and then think of the story, the title being the catalyst. I think a lot of people might disagree with it, but it is how I work, and I like it. So you aren't weird Eiji.

Names should never be underestimated. Of course the product is more important, but people see the name before they see your game. You need to grab their attention.

(Damn that was a long post...)
 
^
I don't know why but I always really liked that title. It's just fun to say.

I agree that slightly longer titles can work out nicely, so long as they flow well and aren't weird to pronounce. But, I also say that shorter, 2-3 words titles work very well, particularly if they're a bit cryptic and bring up that interesting "huh?" to draw someone in.

I dunno, I think it's probably best to use a working title and then change accordingly once you get deeper into the project, but I don't rule out the possibility that a good, solid title can be made first and used as a catalyst, as Anglachel put it. Either way, most titles will probably evolve over time, whether literally or just in meaning.

On a personal level, I find titles that aren't strikingly obvious to be the most interesting. Something that has an important relevance to the game, but isn't directly explained in the story.

The "nadir" in my own title, for example, started out as just a reference to a person with that name--pretty straightforward--but it also had a double meaning to it, referring to astrology. Now, that character isn't even in the story anymore, so the title is strictly astrological. I'm never going to make a direct explanation of the title using the word "nadir", but it still relates very strongly to the main point of the story and will make sense in due time if you do a quick check of some astrological terms.
 
Currently is my name 4 Crystals, don't even know if thats the final name. Just needed a name to work on... Project 1 is stupid:D
 
Mr_Smit;259581 said:
Currently is my name 4 Crystals, don't even know if thats the final name. Just needed a name to work on... Project 1 is stupid:D

You wouldn't happen to need to gather those crystals to save the world, would you...? That title is made up of two words from ccoa's words not to use list! Gasp!
 
@Ang/euphony

Actually, I personally prefer one-word titles. Less is more, as we say. A single word doesn't need abbrevations either. How more words, how less focus on the seperate ones.

"Unwinged", even though it's probably not even a word, has practically nothing to do with the in-game content. It's mainly a reference to being limited in your ability. In contrast to the "we can do everything if we try hard enough-crap", but also because the main characters are handicapped. I compare it to a bird that cannot fly.

"Lost Remains", having 2 words being besides the point, is rather simple, the main character is searching for fragments of his youth, no amnesia or whatever, but he was too young too actually experience what was going on and it left him rather puzzled.

"Inhuman", well, I wouldn't put it up as it will be worked sooner or later (count on later), but it can be figured why as soon as you hear the premise. It's got little to do with the in-game content, atmosphere, or anything. It's mainly about things that seem normal in that world are well, "inhuman" in the eyes of the spectator.

My and fafnir's game is UNTITLED, we have no clue on how to name it (or at least nothing we agree on), and even if we did, no chance of getting it in here till we got a demo up.
 
I like Nadir's Canon, not sure why, I just do. It also sounds like Euphony has got the balance of relevance to the story just right.

TCOFA I would suggest "A New Way Too Be Human" but it is obviously far too long to be to your liking :P Heck I don't even know if it would fit, I just like the sound of it.
 
Why not go Bondish?
World Is Not Enough:
Elektra: "I could've given you the world"
Bond: "The World Is Not Enough"
From Russia With Love
Bond: "I'll bring it back, From Russia. With Love."
 
My whole team argued over the naming of Battle World RPG. It had to be childish to fit the themes involved. The Ring World is constantly referred to as "The Battle World" or "The World of many Battles" for emphisis on the title, so Battle World sticks in the mind of the gamer.
But to get a title it is best to have designed a small part of the game first and then look at what you've got, I just did it differently, but if I was to start a more hard core project I would go about 5% into it before naming the game.
Film titles these days are very poor. "The Last Mimsy"? wtf!?
 
Anglachel;260502 said:
I like Nadir's Canon, not sure why, I just do. It also sounds like Euphony has got the balance of relevance to the story just right.

TCOFA I would suggest "A New Way Too Be Human" but it is obviously far too long to be to your liking :P Heck I don't even know if it would fit, I just like the sound of it.

You read the premise on IRC. "Your" title doesn't say anything really. It's not that I hate long titles with a passion, but often find myself to think they got so little meaning to them for so many words.

And CIPWM74, Bond films/books indeed got a good method of titling.
 
Howabout tongue-in-cheek 'describing the game to a T' smart-assery? I went for a cheap 'look at my long title!' type thing with my current project (called 'Jack in the Box and the Nefarious Murderfactory') kinda expecting people to say 'yeah that's not funny, or anything..'.

Most of the time when people have one-word titles, they're going for a dramatic/serious sort of thing, which isn't really my bag.
 
100% drama/seriousness occasionally is seriously screwed. You need moments to lighten up or else you'll pressure your audience too much. Which is why "semi-endings" often work better than "cliff-hangers".

Don't assume.
 
For me, I always feel lost if I don't have some sort of title attached, even if it's not what I'll ultimately settle for.

It serves somewhat as a reminder of my focus.

I have a tendency to do stuff backwards, too. I'll have everything else figured out except the plot.
 
I work out a title at the beginning of the work on the game. I write a title around the characters and theme of the game. My game's title, Whisper of a Rose has a double meaning. Rose stands for beauty, which could mean that there is a trace of beauty inside which shows up every now and then through whispers. On the other side, the main character's name is Melrose. Now that itself can have two meanings: a) she gives a whisper, or cry, for help; b) there are rumors going around about her. All three fit the game's storyline.

Other than storyline reasons, however, I chose the title because it sounds good and I have a crush on the word rose. Probably because one of my favorite soap opera As The World Turns characters was Rose. :P
 
I just start with Project something (currently project gunblade because gunblades are awesome, yet completely irrelevant, there are no gunblades or even mentioning of gunblades in the game) and then I just change it at the end by picking one of the main plot points and looking up another way to say it in a thesaurus, whatever sounds sexy enough becomess my title.
 
My game The Pernicious I got from dictionary.com while searching for something cool that means evil, death, etc...

Pernicious's definition

1. causing insidious harm or ruin; ruinous; injurious; hurtful: pernicious teachings; a pernicious lie.

2. deadly; fatal: a pernicious disease.

3. Obsolete. evil; wicked.

So it worked.
 
Eh, it might be just a personal preference but I don't really find big words too appealing for titles. After so many of them, you just directly relate it to the thesaurus every time you come across one. :/ And that != good.

Again, I think attention capturing or something that arouses interest (in a non dictionary way :p) is where the main focus should be at.
 
It helps to pilfer phrases that fit your story from classic literature for ideas. Lots of writers do it.

Metaphors and symbolism in Shakespeare's work are a good source. I mean, come on, "Perchance to Dream" is one hell of an awesome title.
 
My project is called "Cruxhound".  The original idea was to follow a group of people known as Cruxhounds.  They were a group of, let's say librarian mercenaries.  Hunting lost knowledges and mysteries.
Hound, because I always liked the title for someone digging for clues and hunting leads.  Crux, because they were hunting the core/essence/center of a problem.  Put the two together.
While the project has changed dramatically, I tried to keep the premise of the name together.  It's no longer named after a group, but it still makes sense.

Truth is, I think it was Grandia... there was a character who was a Geohound.  And I thought it sounded cool, so I wanted to borrow something from it.  I had the base for a group from one project - and while hunting for words to stick hound behind, came up with crux.  Then, the group that was meant as a filler plot point in one project, sprung into being the base of my current project (and more)... cheap I know.
I too hunt threw dictionaries, thesauruses, wikipedia, foreign translators, etc - just to find one word to incorporate into a name.

I prefer titles that are tied to the story in some way, or to something behind the scenes.  Final Fantasy named because (as I am led to understand it) it was meant to be the last game from the company.  At times, just a cool sounding name can easily fit, if it's got that feel the game is reaching for.  I can't think of any examples because my mind just drew blank... damn it this is a pointless post :(
 

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