• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 09:35
CEST 15:35
KST 22:35
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244ByuL, and the Limitations of Standard Play3
Community News
Stellar Fest TWO the Moon (Dec 16-20)5Weekly Cups (August 24-30): Patches' balance mod takes over2New 3v3 BGH Ladder (and more) on ShieldBattery!38Weekly Cups (August 17-23): Zerg dominate the week6Weekly Cups (August 10-16): SHIN doubles3
StarCraft 2
General
Weekly Cups (August 10-16): SHIN doubles Weekly Cups (August 24-30): Patches' balance mod takes over SC4ALL II: SC2 Player Announcement 6/8 - Maru How would you feel about frequent/monthly balance patches for SC2? Weekly Cups (August 17-23): Zerg dominate the week
Tourneys
Stellar Fest TWO the Moon (Dec 16-20) 2026 GSTL Announcement PIG STY FESTIVAL 8.0! (13 - 23 August) Sparkling Tuna Cup - Weekly Open Tournament IntoTheTV X SOOP SC2 League : Weekly & Monthly
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 541 Binary Choice The PondCast: SC2 News & Results Mutation # 540 Dodge This Mutation # 539 Thunder Dome
Brood War
General
ASL22 General Discussion Which box art did your first copy of StarCraft 1 have? BW General Discussion New 3v3 BGH Ladder (and more) on ShieldBattery! XUN appreciation thread
Tourneys
Escore Tournament - Season 3 [ASL22] Ro24 Group F BSL LAN Party - Kraków 29-30 August - OPEN SIGNUPS [Megathread] Daily Proleagues
Strategy
Replay Review Process - What do you do? Game Theory for Starcraft Odyssey Mineral Stack Saturation Fighting Spirit mining rates
Other Games
General Games
General RTS Discussion Thread Nintendo Switch Thread Stormgate/Frost Giant Megathread Anyone here play Quakeworld back in the day? EVE Corporation
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Canadian Politics Mega-thread European Politico-economics QA Mega-thread
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Regacy Esports: The Bh…
regacyesports
Violent Games and Crime Rate…
TrAiDoS
LOCKPICKING NOOB
LUCKY_NOOB
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Customize Sidebar...

Website Feedback

Closed Threads



Active: 7546 users

Competitive Game Design Points: The Vernacular

Blogs > MegaBuster
Post a Reply
MegaBuster
Profile Blog Joined May 2011
167 Posts
Last Edited: 2012-06-22 09:22:13
June 22 2012 05:46 GMT
#1
The premise of this topic is that every game designed for competitive play has a baseline level of vocabulary a person needs to possess to do a competent game call.

I believe being aware of this, and choosing vocabulary is actually a very relevant game design topic that needs to be exposed for developers to give their future projects the best chance of building a fanbase.

So lets realize this concept.

Now for Starcraft, you'd be in trouble if you didn't know the names of races, units, and abilities and tried to cast a game. Immediately you'd be amiss in trying to describe the action reasonable without these things.

"Shiny yellow armor alien man with laser blades, running towards lizard dog monsters, slashing them to bits! There are no more dog monsters! Clearly the alien men have pulled ahead in this match."

Bit of an odd way to describe a zealot picking off a few zerglings. But if you took someone with zero knowledge of the game's details that is essentially how it would go (I may or may not be exaggerating.)

Beyond this, things get more extraneous. Certainly it would be useful to know that the phoenix range upgrade is called the 'Anion Pulse-Crystals', but using this piece of lingo has diminished returns compared to just learning basic knowledge. It would add polish to a cast and make you look super cool, but the use of that term over just saying 'He is researching Phoenix Range Upgrade!' does not have the same yields.

As well in this scenario, the knowledge of this title might not even be possessed by the audience which ultimately affects its usage and flow too. Key point. If you have to add on, that Anion Pulse Crystals is the Phoenix Range Upgrade everytime, it becomes less efficient. In faster games, where everything you say may or may not be important this is an unfortunate circumstances.

Terms beyond the basic that a caster could use also extend to lingo devised by the community itself. A Starcraft example would be an 'Archon Toilet' or 'Forcefield Doughtnut'. (I won't inquire into why these terms are so ...trashy).

Ultimately though a developer probably can not take control of the development of language around their game post release, and while they can approve it by incorporation later, it is not something relevant to the creation of the game since it would occur afterwards. With the mild note, that language would usually only develop if something occurred unforseen to the developers that needed a descriptor, so perhaps they should have a bit more foresight, if they truly wanted to control language.

So that type of language is being ignored for this exercise.

Now a game like Starcraft actually is fairly simple in terms of the vernacular or dialect of the game itself. There's maybe ~200 units, abilities, upgrades, structures, and miscellaneous terms unique to the game.

RTS in the late 90s to early 2000s was notable for a lot of 'gunk'. The blizzard philosophy of streamlined unit relationships and consistent rules was part of the reason behind the success of the -Crafts.

Players could grasp Starcraft BroodWar despite its strategic complexities because they could get behind the relationship between lings and marines, whereas other RTS had gravitated down the route of tesla coil wielding jetpack gorillas receiving a +4 bonus to their banana divekicks when your windows clock ended in an odd number.

This simplicity shows up in the language around the game too. This has the beautiful affect of making the game accessible to shoutcasters. The point of entry is rather low. You don't have to do much homework, to do a simple play-by-play.

That is why through the first years of Starcraft you saw massive amounts of people try their hat at casting, to various results. (homework question: count how many attempted then escaped the scene in the last bit of time since release).

Now this isn't a single effect, the popularity, and the type of popularity Starcraft has (a stable long cycle) affects the last point greatly. So games which expect a longer consumption time can be a bit more brazen with their vocabulary choice. But I will come back to this.

So other genres nowadays show a lot of unnecessary complexity, this makes their vernacular a tangled mess and creates a higher point of entry.

Let's look at Action-RTS (MOBA).

Fantastic games, but ones which do suffer from a lack of a rogue's gallery of shoutcasters.

Examples;

League of Legends caster ecosystem involves a lot of first party casters who are employed directly through Riot and a smallish quantity of those who developed through the community . Given the age of the game (1+ year beyond Starcraft 2 Beta), and its relative fanbase size (BIGBIGBIG).

DotA2, a game on the GROW whose predecessor came out a shockingly long time ago (hint: DotA was actually released for the Amiga). It's problems with developing a caster scene have been well discussed and I have seen established casters like TobiWan or Purge lament a lack of viable partners previous.

Now to this point we've ignored, the motives of why someone would be interested in the media side of competitive gaming. But let's take the Chaotic Evil variety, someone decidedly in it for a popularity grab and to sell their own personalized T-Shirts.

The above examples, are begging for more warm bodies, so why wouldn't this evil individual make an attempt? Everyone knows League of Legends has more fans than the population of China! But Evil person instead decides to study Business and be evil the typical way. (there are good businessmen too! ...sometimes)

Well there are many preclusive elements that come from design, but lets stick to our topic of discussion, vernacular.

Okay so your average Action-RTS is built on having a stable of heroes to sell via micro transactions.

This means most character rosters are at least 100 heroes.
Normal models are 5 abilities.
Add in heaps of items, creeps, giant golems you have to slay for treasures,

These games extend well beyond our example of Starcraft and you could expect a vernacular of 600+ terms before you can even hit our baseline.

You can add in skins, muddled lore (poorly written so there is no singleplay, Demacians versus Zszzzz.), and other factors for less crucial terminology and our figure would grow even larger. (more extraneous terms than Starcraft on average)

Now take my crude example from before with the zealot vs zerglings. The type of gameplay in an Action-RTS tends to possess very high energy short bursts of action, with a lot of varied, ability-based interactions.

So that means tried to describe something without absolute knowledge would typically sound like a very gregarious mouth fart.

Not good.

So where does this complexity derive from?

Namely its a push for depth from the developer. A creator's job is to make their game of course, awesome. So drawing lore, naming skills, producing this content for the casual fan is all about spinning a very deep multifaceted experience.

But we know developing a game for competitive play might now consider the viewer experience as well. Since casting is so relevant to viewer experience this must become a point of two-sided concern for developers.

One the one hand the creation of my 'Fire Throwing Demon' character in my soon to be award winning Action RTS game, might fall a little flat if I pick the following naming schemes in to enable memorization and ease of learning.

Skill 1: Throw Fire
Skill 2: Throw Double Fire
...
Ultimate: Throw Shit Balls Tons of Fire!

On the other hand if I gravitate down the route of the following.

Skill 1: Consummate Daemonic Pyre Projection
....

I can expect, a lot of difficulty with casters adopting our vernacular and casting the game properly. Beyond that consider our game attempting to go global, without local translations available for every region and the difficulties with non-native speakers, expect headaches from Madrid to Shanghai in our casting communities.

So what is the answer?

Well as is the normal, its likely somewhere in the grey of these two extremes, but its definitely something quite application specific in finding a resolution. As well I'm not sure I have all the answers, but identifying this problem is the first step.

There is a very special part of the competitive community which I think falls victim to this the most, and the actual inspiration for this piece.

Fighting Games!

Now fighting games tend to have a quick turnover, and a lot of forking in the community (as in many games active at once). Players move from Virtua Fighter, to Mortal Kombat, to MvC, to crazy JPOP fighting game and back. There is a lot of game switching, and the lifetime of games can tend much smaller and are generally short consumption period titles, compared to Starcraft which we established as a longer consumption period title. (fighting games have a few exceptions, either from developers not taking an active interest in the genre or truly great titles holding up over time)

So fighting games possess vernaculars that do not just make it difficult to learn the terminology, they make it impossible. The size of character rosters, the amount of abilities (and how they defy categorization), and how quickly the turnover I mentioned, all contribute to this.

Let's look at an excerpt of Voldo's movelist from Soul Calibur V.

Caliostro Rush
Katar Slap
Writhing Mantis
Writhing Lunatic
Snake Eater
Writhing Fumble
Life Sucker
Centipede Nightmare
Rat Retreat
Blind Caliostro Rush
Writhing Blind Claw
Writhing Blind Spring
Writhing Blind Spin
Blind Drop Kick
Writhing Blind Fumble
Rat Chaser
Superwyrm
Superior Arachnid
Superwyrm Escape
Gravestone Cleaver
Wheel of Madness
Blade Arch
Diablo Brothers
Fanatic Arachnid

This is around HALF of his(?) named moves. I had to cut it there because it was just too much to list.

Fighting game commentary if you haven't had the pleasure is a different animal. A laid back, flavouring compared to Starcraft's dominant lead.

The evolution of this style of game commentary has a basis arcade culture and the personalities involved in the culture's growth. But I contend that the inability for players and commentators to fully grasp the games internal language is actually a dominant factor in its current form. If you can't describe the action literally it makes total sense why things have gone the way they have.

In typical fighting game culture fashion you might argue, hey, let it be. The spirit behind it is too interesting to mess with. But to me style, and delivery are different. Let people make choices and not be forced into them.

Let's look at cause one last time.

Recall the days of fireballs and dragon punches. Developers saw the allure in creating identities to each fighters abilities like this, so as the genre's complexity grew so too did the word lists.

Before competitive gaming took on the state it did now (streaming and livecasting), there was no reason to stop. Developers had no reason to stop chucking words, character stories, and crazy names at the wall. If one of those stuck if was all gravy. That meant more cultural impact, and more relevance for their game.

But now, this practice can actually be damaging. If you can foster a competitive community that creates dynamic content with good appeal your game intended for that space could fail.

So it's time to refine, simplify, and consider the audience.


*****
Yurie
Profile Blog Joined August 2010
12159 Posts
Last Edited: 2012-06-22 06:28:32
June 22 2012 06:27 GMT
#2
I actually feel that Dota does the naming quite well. There are very few skills longer than 2 words and most of the skill names are related to what they do. This still means the casters ignore the skill names, not because they don't know them, but because the viewer doesn't know it.

Calling it Sven's stun is actually better than calling it Storm Bolt. Both are two words, the first one helps the new viewers, the second one doesn't add anything. There are exceptions to this when calling Void, Night Stalkers Slow (or nuke) takes much longer and removed information.

Then you have iconic skills like Blackhole and Ravage, these are used to signify their importance. Of course these things vary with casters, yet I feel a good balance as you mentioned above with the phoenix range upgrade helps in ARTS games as well.
MegaBuster
Profile Blog Joined May 2011
167 Posts
June 22 2012 07:14 GMT
#3
I think most the naming from DotA is accidental fortune from the WC3 editor's string limit. A lot of DotA's design is fairly fortunate in that way.

But even the devout I think would be hard pressed to recall most of the ability names in DotA given a microphone. It is not so bad, but is certainly a barrier of entry.

The structure of the blog was kind of examples in order of good, worse, bad. With Action RTS in the middle somewhere.

Of course nothing is the mouthful that fighting games present.
Please log in or register to reply.
Live Events Refresh
OSC
13:00
King of the Hill #261
EmpressLilyy34
Liquipedia
GSL
11:00
2026 GSTL: Main Stage Day 4
IntoTheiNu 1158
CranKy Ducklings SOOP166
Rogue 49
Rex35
Cure 32
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Rogue 49
Rex 35
Cure 32
Maru 27
SHIN 19
Trap 17
Zoun (SOOP) 12
herO (SOOP) 10
StarCraft: Brood War
Britney 46322
Calm 7712
Shuttle 2673
Bisu 1762
Horang2 1205
EffOrt 584
BeSt 493
Light 491
Jaedong 469
Mini 305
[ Show more ]
Soulkey 287
Larva 268
Snow 239
Stork 214
Hyuk 204
Mong 170
Rush 163
Leta 111
Dewaltoss 99
Zeus 86
Mind 66
Pusan 59
Killer 47
ToSsGirL 41
soO 35
Yoon 33
Barracks 24
Aegong 22
sorry 20
Free 20
Sexy 19
Shine 18
Hm[arnc] 18
Terrorterran 18
Sacsri 15
Noble 15
SilentControl 14
zelot 13
ajuk12(nOOB) 12
NotJumperer 12
Rock 6
Icarus 3
Dota 2
Gorgc4593
qojqva2191
Dendi1288
syndereN375
Counter-Strike
olofmeister1335
zeus381
Other Games
singsing1671
B2W.Neo681
hiko599
Lowko359
OGKoka 141
Sick129
RotterdaM101
Mew2King72
ArmadaUGS49
QueenE32
Organizations
StarCraft: Brood War
Kim Chul Min (afreeca) 563
[ Show 11 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Nemesis2517
• Jankos1600
• TFBlade645
Upcoming Events
PiGosaur Cup
10h 25m
Kung Fu Cup
21h 25m
Replay Cast
1d 10h
The PondCast
1d 20h
IntoTheTV X SOOP
2 days
CranKy Ducklings
3 days
Sparkling Tuna Cup
4 days
OSC
4 days
Afreeca Starleague
5 days
Soma vs Shuttle
BeSt vs Rush
WardiTV Weekly
5 days
[ Show More ]
Afreeca Starleague
6 days
Leta vs ggaemo
Jaedong vs Queen
GSL
6 days
Liquipedia Results

Completed

BSL 2026 LAN: Kraków
PiG Sty Festival 8.0
Light Tournament 2026

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
RSL Revival: Season 6
Big Dog Cup 2026 Div 1
BLAST Open Fall 2026
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026

Upcoming

Acropolis #5
Acropolis #5 - TRS
Escore Tournament S3: King of Kings
Blizzard Classic Cup 2026
Acropolis #5 - GSA
Acropolis #5 - GSB
Acropolis #5 - GSC
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Calamity Invitational
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.