• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 16:59
CET 22:59
KST 06:59
  • 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
RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
ComeBackTV's documentary on Byun's Career !6Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win4Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump1Weekly Cups (Nov 24-30): MaxPax, Clem, herO win2BGE Stara Zagora 2026 announced15
StarCraft 2
General
ComeBackTV's documentary on Byun's Career ! When will we find out if there are more tournament Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win Did they add GM to 2v2? RSL Revival - 2025 Season Finals Preview
Tourneys
RSL Offline Finals Info - Dec 13 and 14! Master Swan Open (Global Bronze-Master 2) Winter Warp Gate Amateur Showdown #1: Sparkling Tuna Cup - Weekly Open Tournament $5,000+ WardiTV 2025 Championship
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 504 Retribution Mutation # 503 Fowl Play Mutation # 502 Negative Reinforcement Mutation # 501 Price of Progress
Brood War
General
FlaSh on: Biggest Problem With SnOw's Playstyle How Rain Became ProGamer in Just 3 Months BGH Auto Balance -> http://bghmmr.eu/ [BSL21] RO8 Bracket & Prediction Contest BW General Discussion
Tourneys
[Megathread] Daily Proleagues [BSL21] WB SEMIFINALS - Saturday 21:00 CET [BSL21] RO8 - Day 2 - Sunday 21:00 CET [ASL20] Grand Finals
Strategy
Game Theory for Starcraft Current Meta Simple Questions, Simple Answers Fighting Spirit mining rates
Other Games
General Games
Stormgate/Frost Giant Megathread Path of Exile Nintendo Switch Thread General RTS Discussion Thread Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas Survivor II: The Amazon Sengoku Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine The Games Industry And ATVI Russo-Ukrainian War Thread YouTube Thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
TL+ Announced Where to ask questions and add stream?
Blogs
The (Hidden) Drug Problem in…
TrAiDoS
I decided to write a webnov…
DjKniteX
James Bond movies ranking - pa…
Topin
Thanks for the RSL
Hildegard
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1273 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
11959 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
Next event in 13h 1m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 649
JuggernautJason103
CosmosSc2 1
StarCraft: Brood War
Britney 11256
Calm 1617
EffOrt 224
actioN 105
Mini 52
Hyun 43
ggaemo 30
NaDa 9
Mong 2
Dota 2
Gorgc5666
League of Legends
JimRising 260
Counter-Strike
Foxcn92
adren_tv75
minikerr34
Heroes of the Storm
Liquid`Hasu476
Other Games
FrodaN1530
RotterdaM182
C9.Mang0160
Trikslyr45
Mew2King37
nookyyy 29
ViBE14
Organizations
StarCraft 2
angryscii 27
Other Games
BasetradeTV19
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 21 non-featured ]
StarCraft 2
• Hupsaiya 50
• sitaska36
• musti20045 16
• Kozan
• IndyKCrew
• sooper7s
• AfreecaTV YouTube
• Migwel
• intothetv
• LaughNgamezSOOP
StarCraft: Brood War
• Michael_bg 27
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• WagamamaTV986
• masondota2294
League of Legends
• TFBlade1076
Other Games
• imaqtpie1630
• Scarra775
• Shiphtur224
• Desti0
Upcoming Events
WardiTV 2025
13h 1m
ByuN vs Creator
Clem vs Rogue
Scarlett vs Spirit
ShoWTimE vs Cure
OSC
16h 1m
Big Brain Bouts
19h 1m
YoungYakov vs Jumy
TriGGeR vs Spirit
CranKy Ducklings
1d 12h
WardiTV 2025
1d 13h
Reynor vs MaxPax
SHIN vs TBD
Solar vs herO
Classic vs TBD
SC Evo League
1d 14h
Ladder Legends
1d 21h
BSL 21
1d 22h
Sziky vs Dewalt
eOnzErG vs Cross
Sparkling Tuna Cup
2 days
Ladder Legends
2 days
[ Show More ]
BSL 21
2 days
StRyKeR vs TBD
Bonyth vs TBD
Replay Cast
3 days
Wardi Open
3 days
Monday Night Weeklies
3 days
WardiTV Invitational
5 days
Replay Cast
6 days
WardiTV Invitational
6 days
ByuN vs Solar
Clem vs Classic
Cure vs herO
Reynor vs MaxPax
Liquipedia Results

Completed

Acropolis #4 - TS3
RSL Offline Finals
Kuram Kup

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
YSL S2
BSL Season 21
Slon Tour Season 2
CSL Season 19: Qualifier 1
WardiTV 2025
META Madness #9
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22

Upcoming

CSL Season 19: Qualifier 2
CSL 2025 WINTER (S19)
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Big Gabe Cup #3
OSC Championship Season 13
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
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 © 2025 TLnet. All Rights Reserved.