SETH:

I think game titles are a bit of an art form. I like the title to convey the feel and spirit of the game, evoke the setting. A good title will tell the player what the game is about, and an excellent title might telegraph the weight and style of the game as well.

PETER:

I love this part of the process, and I think the name of a game is critical to a game’s success. It is – even more so than the box – the ultimate expression of the game’s essence. It is your hook. Take your time, and find the right name. If you want to gamify it, every word you use above a single word is minus points. One or two words is ideal. Practically speaking, I consider if the name is easy to trademark and if it has other products that exist with that title.

MIKE:

Weight is the most important aspect to consider when naming the game. If you insist on naming the game with a pun, then it must be played in less than a half hour and be light on complexity and components. The more syllabic, complicated, or uncommon the words in the title, the heavier I would expect the game to be. Consider T’zolkin: The Mayan Calendar, Twilight Imperium.

JASMINE:

Honestly? Half of my games start with a name idea that strongly conveys a theme. It might get retitled down the road (“One of You Is a Bear” is a mouthful!), but this is a good starting point for me. For games that don’t have a title right away, I usually provisionally title it early on, just so my playtesters know which game I’m talking about!

LUKE:

I prefer game names that are one or two words, occasionally with a pronoun in there somewhere. “Energy Empire,” had to have “The Manhattan Project” in front of it because it’s a sequel. I like strength in a name, and a bit of mystery. Some other games of mine, current and future: “Stones of Fate,” “Beyond Jupiter,” “Saturn Rising,” “Califia,” “Replicant,” and “Dwellings of Eldervale.”

TEALE:

Believe it or not, I find naming a game one of the biggest challenges when it comes to making a game. I generally like to wait until I’m confident that the game will be made before I really pick a name, and the decision will have massive implications, as it will be the first impression many people have of the game. A name needs to:

  • Be original… you can’t take one another game already uses.
  • Be easy to remember and say.
  • Communicate the game’s theme, mechanics, weight, and overall mood.
  • Preferably be clever.

I almost never jump on the first name I come up with, instead spending a good amount of time brainstorming as many options as possible before picking one. And the most effective strategy I’ve discovered is actually crowd sourcing: I’ll ask all my facebook friends for help, and they’ll often come up with many great suggestions, one of which will make the final cut.

BRAD:

Game names are really important – often they are the first impression someone gets of your game. Important goals for the name are that it’s unambiguous (“Summoner Wars” versus “Summoners War” as a counterexample), conveys a sense of the theme and/or gameplay and is not unwieldy (i.e. overly long or hard to spell). Be sure to get objective feedback on your potential names, what resonates with you might not with others.

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THE GAME NAME GAUNTLET

No process of naming a game would be complete without the League’s GAME NAME GAUNTLET – Mike Domeny runs your game names through a series of practical, real world situations to help you pick the ultimate one!