Kris commented on an earlier entry saying basically, why is this a
mystery? When you name your game you pick a name that has something
to do with the gameplay and that hasn't been chosen before. But even
this high-level overview of game names is different from the way
other things are named. You wouldn't name a book or movie or album or any other cultural artifact using the
techniques normally associated with cleaning products. Books and movies are
often named with synecdoche (name the book after something in the
book), but full-blown metonymy (name the book after something
thematically related) is less common and can seem pretentious, where
it usually doesn't for games.
I haven't found any rules for metonymy, because there probably
aren't any, but there are some interesting patterns. Fantasy games
have epic names, as you might expect--specifically, they have names
that sound like bad fantasy novels. This connection is strong enough
that fantasy RPGs often have literary imagery in their
names. ("Adventures of", "Legend of", "Tales of", "Book", "Scroll",
"Odyssey")
Naturalistic imagery is also common. In fantasy RPGs the imagery is
familiar ("Mountain", "Ocean", "Wind", "Rain", "Tree"). In science-fictional
games of all kinds it's alienating ("Space", "Planet", "Galaxy",
"Asteroid"). "Star" and "Moon", astronomical phenomena you can see
from Earth, can be either comforting or alienating. Compare "Harvest Moon" to "Moon Patrol".
One unexpected thing I found was a vein of aspirational language in
the names of fighting games. (Karate Champ, King of Fighters, Urban
Champion)
Like I say, any rule about metonymy is shaky. But there are
some pretty well-defined kinds of synecdoche that cover a lot
of game-naming ground.
What's left in this series? There are two more interesting title
patterns I'll cover next time, as well as rules for constructing
sequel names. Then I'd like to analyze some of my favorite game
names in detail. I tend to like game names for their complexity and
literary value, attributes not traditionally associated with
trademarky or synecdochal names. Finally, I need to figure out which of these
patterns happened because of the nature of video games, and which
are artifacts of the economic context in which most games were developed.
(1) Mon Feb 02 2009 20:29 How Game Titles Work, Part 3: Misc. Metonymy and Synecdoche:
One thing I didn't mention earlier (because I didn't realize it
earlier) is that war-themed games, like sports games, make heavier use of metonymy and
synecdoche (America's Army, Counter-Strike, Medal of Honor, Delta
Force, 1942) because they're based on real-world activities and even specific historical periods. This is reinforced by the
fact that you don't want to give a war game a cutesy name. (Unless
it's Rush'n Attack, which is a frightening game when you're a kid
playing it in 1987.)
- Comments:
Posted by Kris Straub at Tue Feb 03 2009 16:05
I think Quake is notable from a naming perspective because it also completely sidestepped the content aspect as well. Meaning -- they seem to have made a game, then tried to fit a concept to it to tie it together in the same way a name is chosen.I can't find the text online, but the closest thing to a plot as summarized in the game manual went something like this:You get the call late at night. Soon you're in the secret underground base. The commander says "We got a bad one this time. An enemy organization, codename Quake, is opening portals to another dimension." You put on your boots and lock and load your pistol. Mama said there'd be days like this...It's no deeper than that. I don't know who I work for, why I care about Quake, and there sure as hell isn't any of that stuff in the actual game. At the end you don't fight some organization, you fight Shub-Niggurath, for F's S.
