Naming & Tone — the house restraint
What it is. The name is the smallest, most-seen piece of worldbuilding — the title on the first screen, the word on every place and mechanic. Tone is the register of every string the game shows. The house style is restraint: one evocative word over a compound sentence, an implied world over an explained one, text that trusts the player to feel it. The examples name themselves in a breath — lumen, small-flame — and say almost nothing else.
Player fantasy / why it’s fun. A good name is a whole world compressed. Say small-flame and the player already feels something fragile they must tend and keep alight. The name does the worldbuilding the text doesn’t have to.
The house rule: one evocative word
The Hayao lean is a single coined or weathered word that implies a direction or a place. It reads on a title screen, survives in a URL, and carries a mood without a subtitle.
| Name | How it’s built | What it implies at a glance |
|---|---|---|
| lumen | Latin for light (word-loan) | a single glow; the thing itself, named plainly |
| small-flame | small + flame | something fragile you tend and keep alight |
| emberway | ember + way (a path) | a lit route through dark; keeping, walking |
| frostholm | frost + holm (island) | a cold, small, isolated place |
The technique: fuse two small, concrete morphemes (a thing + a direction, or a place + a place), or borrow a real craft/place word with the right weather on it. Avoid the fantasy-generator failure modes below.
Vectors / options — dialing the register
Pick a register and hold it across every string, from the title to the game-over line:
| Register | Feels like | Naming source | Fits themes |
|---|---|---|---|
| Weathered / folk | old, worn, quiet | real archaic words; place-suffixes (-holm, -mere, -fen) | stewardship, seasonal, elegiac |
| Coined-compound | crafted, precise | two morphemes fused (root+ward) | most house games; clean & ownable |
| Craft-loan | elegant, specific | a real craft or trade term (lumen, tessera, mordant) | making, restoration, stewardship |
| Mythic | grand, absolute | invented proper nouns, capitalised | large-scale, conqueror-agency worlds |
| Plain / wry | modern, light | ordinary words, a little dry | cosy, comedic, or tonal-twist games |
The house default sits in the first three. Mythic and wry are available but pull away from the house register — use them deliberately, matched to the theme.
Method
- Name the game last, from the fantasy. Once
world-worldbuilding-scaffoldhas the premise and role, the name is the compression of that feeling — not a thing you pick first and rationalise. - Try the fuse. Combine two concrete morphemes from the world (its material, its direction, its place). Or borrow one weathered real word. Say it aloud.
- Set one register and write a tone sheet — 3–4 example strings (a title, a prompt, a win line, a loss line) that fix the voice. Everything else matches.
- Name places and factions in the same grammar. If the game is a lantern-lit
ascent, its places are the Duskmere, the Last Lamp — not Region 3. Factions
inherit their value’s register (
world-faction-identity). - Name mechanics in-world where you can. “Kindle,” “mend,” “ward” over “activate,” “repair,” “buff.” An in-fiction verb teaches and immerses at once.
- Cut adjectives. The house voice is nouns and verbs. If a string needs three adjectives to land, the name or the scene isn’t doing its job.
Worked example
World: the drowned-coast keeper from world-worldbuilding-scaffold.
- Title tries: saltway (too plain), The Last Keeper of Ys (too much subtitle), emberway (fuse: ember + way — a lit path; keeps the house grammar). Ship the one-word fuse.
- Places: the Duskmere (the drowning marsh), the Far Lamp (the last lantern). Not “Level 5.”
- Mechanics: kindle (light), ward (hold the dark). In-world verbs.
- Tone sheet: title “emberway.” · prompt “the path ahead is dark.” · win “the far lamp holds.” · loss “the dark has the road.” Four strings, one weathered voice, no adjectives to spare.
Aesthetic hook
Tone is set by the Regalia register itself: the palette is bold, warm,
hand-drawn craft — one hue at two opacities, a confident ink line — so the copy
should share that restraint — spare, concrete, unhurried. Text is a DOM
overlay in the house style, not Text nodes drawn into the scene
(docs/CONVENTIONS.md), which frees the voice from HUD clutter: say less, and set
it in the serif the JUDGE renders true (design/JUDGE.md fonts). A title screen
with one word set in the ink on a paper ground invites (JUDGE chrome axis) far
better than a paragraph of lore. Match the naming register to the palette
register: weathered names for the warm, earthen Regalia look; save the neon-mythic
voice for a deliberately swapped palette.
Traps
- Fantasy-generator soup. Zephyrvale of the Thornwilds. Apostrophes, double-vowels, and stacked proper nouns read as generated. One clean word beats a compound epic.
- Subtitle crutch. If the name needs ”: A Tale of…” to make sense, the name isn’t carrying its weight.
- Register drift. A weathered title over jokey button text (or vice versa) breaks the spell. One register, everywhere.
- UI-verb naming. “Activate ability,” “consume resource.” Name it in-world or the fiction leaks out through the buttons.
- Adjective pile-up. The house voice trusts the noun. Three adjectives means the scene isn’t showing what the words are telling.
Composes with
world-worldbuilding-scaffold— the premise and role the name compresses.world-faction-identity— faction names inherit the register and the value.world-narrative-delivery— tone governs every string the world shows, and restraint here is what lets the systems speak.
See also
design/JUDGE.md— chrome & finish: a spare, well-set title invites; a wall of lore doesn’t.docs/CONVENTIONS.md— menus/titles/HUD are DOM overlays; Regalia is the house palette.- Example titles lumen, small-flame — the restraint in one word (reference the technique, not the words themselves).