I’ve designed over 200 games and each one has had a name. Usually, I don’t spend much time thinking about the names for my games. I pick something that’s descriptive, or just vaguely pleasing. My assumption has always been that the publisher will change the name anyway, so it doesn’t really matter. But I’m beginning to change my mind. 

Recently I’ve had a lot of comments on the names of my prototypes during pitch meetings.

Including:

  • “I like the game but I hate the name.”
  • “What other names have you thought of for this game?”
  • “Brilliant name. Is it available? Hang on, let me check.”
  • “Let me stop you… There’s already a game with that name, so you have to change it.”
  • “I love that name. Now I’m excited about the game.”

It’s easy to assume that names don’t matter, because they can always be changed and they don’t affect the core gameplay. When we are pitching, we want publishers to be wowed by the great gameplay and all the work we’ve put into the game. But publishers are always thinking about whether they can sell the game. The game has to be good, but so does the marketing. 

My prototype Return to HQ was originally called A-MAZE-ing Spies (urgh)

Skullduggery from Outset Media. My original prototype name was Sky High. 

If a publisher likes the name of your prototype, it helps them to visualise how they will market it. They can see the name on one of their boxes. They can imagine talking about the game to colleagues and to customers. They can see where it would fit into their line. 

Paul Laing from Cheatwell Games says, “Getting a name right is really important and it’s really helpful if an inventor comes up with a great name. This can potentially change the way I look at a game when it is pitched to me.” 

But this view is by no means universal. James Hudson from Druid City Games says, “If a designer has done the research and it’s a great name that fits the design well, awesome!  But if it’s a workshop name and the gameplay is great, renaming it isn’t a problem. End of the day, it’s all about the gameplay.”

From my own experience and through chatting to other designers, I suspect that there is a notable divide between mass market games and hobby games, with mass market publishers caring more about the name of a prototype. 

But there’s really no downside to having a good name for your prototype and the upside could be significant. A mediocre name may neither help or hinder your pitch, but perhaps a great name can really elevate it. Of course, if you can’t think of a good name, that shouldn’t stop you from pitching the game. But spending a few hours finding a great name is probably a time investment worth making.

The original name for Bangarang (from Ginger Fox) was Muddleword

3 tips for coming up with great names:

  • Trends: Use trending phrases or non-offensive slang. These work particularly well for party games. 
  • Single words that pack a punch: If you could only use one word to describe your game world and experience, what would it be?
  • Rhymes and alliteration: Make a memorable name that’s fun (but not difficult) to say. 

Of course, a great game name is a terrific starting point for game design. So make sure you jot down words and phrases that you think would make a good game name as you come across them, then brainstorm what a game with that name would be like. 

When you’ve come up with a great name, make sure you check it against other existing games using Board Game Geek and trademark searches. 

I’d love to hear about your own experiences of naming prototypes and the reaction your game names have had from publishers. Do share comments below.