NAMING YOUR CHARACTERS
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I have several techniques to name characters. All depends on what I feel like doing.
Anagrams of words, (usually adjectives that my characters are supposed to be like) other names and such... sometimes i'll roll 1-26 (each number corresponding to a letter) and choose an arbitrary number of times to roll the dice to come up with a name... othertimes, i'll just... make stuff up on the fly.
Naming is the least of my problems this way. Who cares if you end up with wierd names? It's a fantasy realm, and the names are pretty much going to make sense no matter WHAT fantasy realm you stick em' in.
Zkplog comes outta the dice? No problem? Insta-badguy name. Roopleg? no problem, you've got an NPC who'll die within 3 fetch-quests of having known him. Zagreb? Well, that's the capital of Croatia, but it's also an awesome Hero name heh heh.
Zagreb has gained a level! (and it's making Bosnians nervous)
Anagrams of words, (usually adjectives that my characters are supposed to be like) other names and such... sometimes i'll roll 1-26 (each number corresponding to a letter) and choose an arbitrary number of times to roll the dice to come up with a name... othertimes, i'll just... make stuff up on the fly.
Naming is the least of my problems this way. Who cares if you end up with wierd names? It's a fantasy realm, and the names are pretty much going to make sense no matter WHAT fantasy realm you stick em' in.
Zkplog comes outta the dice? No problem? Insta-badguy name. Roopleg? no problem, you've got an NPC who'll die within 3 fetch-quests of having known him. Zagreb? Well, that's the capital of Croatia, but it's also an awesome Hero name heh heh.
Zagreb has gained a level! (and it's making Bosnians nervous)
author=Asalieri link=topic=1644.msg36098#msg36098 date=1223294637Your audience. They're the ones who have to read and remember these names. Never use the exoticness of the setting as an excuse for dropping elements of the real world that make it easier for the audience to relate to the characters or concepts within. Don't drop real world naming or language rules unless it serves a purpose to do so, and I rarely see a valid purpose for doing so--the most I usually get is that the writer has invented his own language and has the rules for it written down somewhere....but I have never seen a valid reason giving for making up your own language for a fantasy world, either, outside of intellectual masturbation. So that excuse doesn't fly with me either.
Naming is the least of my problems this way. Who cares if you end up with wierd names?
author=Shadowtext link=topic=1644.msg36130#msg36130 date=1223307633
Your audience. They're the ones who have to read and remember these names. Never use the exoticness of the setting as an excuse for dropping elements of the real world that make it easier for the audience to relate to the characters or concepts within. Don't drop real world naming or language rules unless it serves a purpose to do so, and I rarely see a valid purpose for doing so--the most I usually get is that the writer has invented his own language and has the rules for it written down somewhere....but I have never seen a valid reason giving for making up your own language for a fantasy world, either, outside of intellectual masturbation. So that excuse doesn't fly with me either.
For the most part, the RPG itself should be more concentrated on the story than the superficial things like a character's name. One could argue that any name can happen given the whim of the parents. The name itself shouldn't distract too much from the character and how he/she is incorporated in the world in which they were wrought.
Oftentimes, the parents' excuse needs be little more than "My kid is special, and he/she deserves a name that sets him/her apart from the rest".
And which language rules would you propose constitutes valid "real world" representation? Shall I adopt the all-too overused Japanese or just call all my guys John and Peter to satisfy the rules of English? And where does that leave people like Frank Zappa and Penn Jillette who have given strange names to THEIR kids?
Maybe you should try to convince me that Dweezil and Moxie Crimefighter aren't valid as names?
author=Asalieri link=topic=1644.msg36161#msg36161 date=1223316798Dweezil and Moxie Crimefighter are both pronounceable and reveal something both about the parents' personalities and the experiences the character would've had as a child. And Dweezil's a nickname anyway, so it reveals something about the character's personality as well. Aposajgpbn does not.author=Shadowtext link=topic=1644.msg36130#msg36130 date=1223307633
Your audience. They're the ones who have to read and remember these names. Never use the exoticness of the setting as an excuse for dropping elements of the real world that make it easier for the audience to relate to the characters or concepts within. Don't drop real world naming or language rules unless it serves a purpose to do so, and I rarely see a valid purpose for doing so--the most I usually get is that the writer has invented his own language and has the rules for it written down somewhere....but I have never seen a valid reason giving for making up your own language for a fantasy world, either, outside of intellectual masturbation. So that excuse doesn't fly with me either.
For the most part, the RPG itself should be more concentrated on the story than the superficial things like a character's name. One could argue that any name can happen given the whim of the parents. The name itself shouldn't distract too much from the character and how he/she is incorporated in the world in which they were wrought.
Oftentimes, the parents' excuse needs be little more than "My kid is special, and he/she deserves a name that sets him/her apart from the rest".
And which language rules would you propose constitutes valid "real world" representation? Shall I adopt the all-too overused Japanese or just call all my guys John and Peter to satisfy the rules of English? And where does that leave people like Frank Zappa and Penn Jillette who have given strange names to THEIR kids?
Maybe you should try to convince me that Dweezil and Moxie Crimefighter aren't valid as names?
Even if they did, just because something is legal as a name in the real world doesn't make it a good name for story purposes. Stories are pieces of entertainment to be experienced by people. Every decision you make about aspects of your story and anything that makes it up (including the names and words you use) must be made while keeping in mind your duty to your audience, to tell an entertaining and accessible story.
I am sure parents around the world agree that Cloud is a shitty name. Squall? Who the hell would name their kid that? Sephiroth? Yangus? (ok that last one isn't a POPULAR character, *snif*)
Yet people endear themselves to those characters. If the game is fun to play, the plot is interesting, and the characters are either interesting or excessively popular, they pretty much get away with the silliest of names.
Reminds me of that town in Dragon Warrior 7, Loomin. You go to the past, save the town from certain doom, and a Catterpillar monster named Chibi sacrifices himself for the good of the people of Loomin. You go back to the present, and there's a guy standing next to Chibi's awesome gravestone, saying something like "Chibi is our town's saviour... it doesn't sound like a hero's name, but that's what it says on the gravestone!"
Yet people endear themselves to those characters. If the game is fun to play, the plot is interesting, and the characters are either interesting or excessively popular, they pretty much get away with the silliest of names.
Reminds me of that town in Dragon Warrior 7, Loomin. You go to the past, save the town from certain doom, and a Catterpillar monster named Chibi sacrifices himself for the good of the people of Loomin. You go back to the present, and there's a guy standing next to Chibi's awesome gravestone, saying something like "Chibi is our town's saviour... it doesn't sound like a hero's name, but that's what it says on the gravestone!"
author=Shadowtext link=topic=1644.msg36166#msg36166 date=1223317042
Dweezil and Moxie Crimefighter are both pronounceable and reveal something both about the parents' personalities and the experiences the character would've had as a child. And Dweezil's a nickname anyway, so it reveals something about the character's personality as well. Aposajgpbn does not.
Even if they did, just because something is legal as a name in the real world doesn't make it a good name for story purposes. Stories are pieces of entertainment to be experienced by people. Every decision you make about aspects of your story and anything that makes it up (including the names and words you use) must be made while keeping in mind your duty to your audience, to tell an entertaining and accessible story.
Ah! you were around, eh? Cool! I'll give you that Aposajgpbn is a crappy name. Maybe change that to Aposa Jigaphon and you have something to work with, heh heh.
Obviously there are unattractive sounding names, heh heh. Never forget to stick enough vowels, I say. Znnnnnkxnzpt is just damned lazy.
Giving people the option to name their playable characters is also a good thing, too.
author=Blitzen link=topic=1644.msg26472#msg26472 date=1217970001
That's the inherent difference in crafting names for games and for stories, however. In the most mechanical video games, names are identifiers and have little else to do with the game. For example, anyone who plays Tetris knows the peices, but it is not nescessary that they have names, because the player has an idea of the properties of the piece without having to have it labelled. The pieces, although without names or shapes that exist in the real world, become symbols and thus the player gives them an IMPLIED meaning through thier interaction with them.
When it comes to CHARACTERS, they are essentially units of your game mechanic, in this case the basic RPG Mechanic structure. Any meaning you give them, ie names or graphical uniqueness that doesn't serve a discretlely function purpose, in an IMPOSED meaning. This means that you actually TAKE AWAY some oppourtunity for the player to be creative and attribute thier own meaning to those objects. An example is your typical RPG cast, where the characters are funtional representations of the stats they represent. Let's say you have a tank-style character, and as a designer you put the title of Knight on it. What you have actually just done is LIMITED the interactive experience by applying a label rather than no label. While the player could have attributed to the lableless object any value that they wished, you as a designer had gone ahead and done it for them.
It all depends what you are trying to do as a game designer if you think this is a good thing or not. Sometimes it is nescessary for identification purposes (ie the player needs to know which object is a KEY style object and which is a LOCK style object in order to progress in the game). Or, if you're designig the game with the aesthetic as vital to the gameplay experience, then it will play a huge role in your presentation.
Personally, I would think that the best games are the ones where you can take away the atmospheric elements and be left with something that is still a hell of a lot of fun. There is still a creativity in good design that can exist without an aesthetic focus. That being said, themes and aesthetics help differentiate your design if it is similar to others, to the point where it develops to become a mechanic in itself that differentiates it from other designs.
I'm not taking either side of this dialectic, but keep this in mind when you are designing your games.
I love this!! This is exactly how I feel in terms of game design. Everyone who didn't read this for whatever reason should read it again---it's inspiring!!
I just wanted to reinforce the idea that a good game, stripped of all of its atmosphere and story (in theory) would still make it FUN! Of course, an RPG stripped of its story would be somewhat lifeless, and a little confusing--but all of the elements of the game (outside of its story) should aim to be fun.
If we all did this, the story and characters would only be a part of the package, and not the entire focus.
I never have trouble naming people. That has always come easy! Unless these characters are ethnic and need a name that would come from a certain background, then I would do a spot of research first. Normal names usually are easy. I don't mind using common sounding names or names that sound common but have a fantasy world spelling for them. Sometimes, I grab a forgien language dictionary and pick a word based on that character's personality. It's how I ended up with 'Zauber', and I thought that name kicked plenty of ass for a strong Magus type character, I love it! I enjoy naming characters and coming up with new ones.
Naming countries, towns, and castles? That's a bit more of a challenge. Sometimes monsters give me a hard time, too.
Naming countries, towns, and castles? That's a bit more of a challenge. Sometimes monsters give me a hard time, too.
I usually use Name Databases when looking for good names for my character. If I am looking for a Japanese Name in a Japanese game I look for Popular Japanese Male names. If I am looking for a medieval name to fit my theme I do the same. Its easy, simply, and provides alot of choices.
I usually just make up something fantasy-like or use a real-world name with some weird spelling. The characters I've named in Catastrophe so far are Kenneth, Wendy, Karley, Reit, Frederick, Artur, Isaac, Aaron, Dracula (he's a vampire, hence the obvious name) and councilors O'Henry, Gerald and Fitzpatrick. Naming characters is kinda hard.