Skip to content

E-Jay Tripoli

A documentation of my work for Year 2 – Studying Games Design and Art at the University of Southampton

Menu
  • Lament
    • Development
      • Procedural Room Generation
        • PRG – Pt 1
        • PRG – Pt 2
        • PRG – Pt 3
        • PRG – Pt 4
        • PRG – Pt 5
      • Dungeon
        • Stalagmites
        • Pitfalls
        • Health Potion
        • Dungeon Bug Fixing
      • Player
        • Player – Pt 1
        • Player – Pt 2
        • Player – Pt 3
        • Player – Pt 4
        • Player – Pt 5
      • UI/HUD
        • Start Menu – Pt 1
        • General UI
        • Skill Tree – Pt 1
        • Skill Tree – Pt 2
        • Skill Tree – Pt 3
        • Skill Tree – Pt 4
        • Skill Tree – Pt 5
        • Skill Tree – Pt 6
      • Enemies
        • Whispers – Pt 1
        • Whispers – Pt 2
        • Wrought – Pt 1
        • Wrought – Pt 2
        • Boss
      • Scenes
        • Tutorial
        • Hub
        • Depression Gate
        • Gateway Scenes
    • Logs
      • Initial Plan
      • Teamwork
        • GitHub
        • Discord
      • Weekly Logs
        • User Analysis
        • Accessibility
        • Testing
        • Marketing
        • Formative Feedback
      • Playtests
        • Playtest 1
        • Playtest 2
        • Playtest 3
      • Showcase Event
      • Post-Project Reflection
    • Research
      • Understanding Learning Outcomes
      • Understanding my role
      • Researching Tools
      • Researching Pipelines
      • GDD Breakdown
      • Researching Procedural Generation
      • Existing Games
  • Arcadia GDD
    • Weekly Logs
      • Week 1 – What is a GDD?
      • Week 2 – Game Worlds
      • Week 3 – Concept Art
      • Week 4 – Character Design
      • Week 5 – Narratives
      • Week 6 – Gameplay and Game Systems
      • Week 7 – Feedback week
      • Week 8 – Audio
    • Research
      • Analysing Existing Games
      • Genre Research
      • Research into Psychological Abuse
      • Character Research/Moodboards
      • Environment/Map Research
      • Researching Medieval Knights
      • Researching Enemies
      • UI Research
    • Ideation & Development
      • Initial Development
        • The Essential Experience
        • Initial Game Ideas
        • Choosing a Game Genre
        • Choosing the Game’s Title
      • Game Play
        • Gameplay Loops
        • Mechanics/Tech
      • Story/Narrative
        • Twine
        • Summary of Narrative and Story
      • Game Art
    • GDD
      • Game Overview
      • Game’s Vision
        • Game Pillars
        • Project Focuses
      • Gameplay
        • Mechanics
        • Skills
        • Enemy Behaviour
      • Story & Narrative
        • Twine Prototype
        • Story
        • Narrative
      • Character & NPC Profiles
      • Map/ Level Design
      • UI & HUD
        • Creating the logo
      • Prototype/ Proof of Concept
      • Sound
      • Target Audience
      • Controls & Platform Specs
Menu

Choosing the Game’s Title

Posted on November 30, 2024December 21, 2024 by et4g23

Although not the most important part of game design, the title of the game can be a deciding factor in garnering a player-base. A game’s name can either intrigue potential players or dissuade them from looking at the game any further, therefore I feel it is important to have a reasoning behind the title I decide upon

These are the potential game names I have thought of and the reasoning behind them:

Chimera

Also has a similar definition to Arcadia – it refers to a thing which is hoped for but is illusory or impossible to achieve; a perfect place for a young child’s imagination to wonder off to in hopes of a better life. Furthermore, chimera also refers to an organism with the DNA of various different creatures, this could be a reference to the Knight’s potential to gain abilities upon death. These abilities could be the boy taking powers of other “characters” in his dreamworld and giving it to the Knight.

Arcadia

Arcadia in modern English is used to describe a place of simple, quiet pleasure and rustic innocence – a sort of idyllic wonderland the young boy escapes to to get away from his worries. It could also potentially be the name of the setting in which the game takes place.

Camelot

The name of the capital of King Arthur’s kingdom, as the game’s beginning area takes place in a Kingdom and could be the original inspiration the boy had in mind for this “dream world”. Additionally, it has another definition similar to that of Arcadia, referring to a time, place, or atmosphere that’s idyllically happy.

Catharsis

Catharsis is the process of releasing, and thereby providing relief from, strong or repressed emotions – essentially the entire goal of the game is to provide the boy with the ability to heal from his situation and free him from the burdens of his mental state. This word also comes from the Greek meaning of “cleanse” or “purification”, which is what the Knight’s goal is, to free the Princess and rid the lands of the Demon King and his underlings.

I have decided to name the game Arcadia, as I feel it encapsulates all of the themes that the game touches upon.

Leave a Reply Cancel reply

Your email address will not be published. Required fields are marked *

©2025 E-Jay Tripoli | Built using WordPress and Responsive Blogily theme by Superb