Solo & indie devsこの記事を日本語で読む

Check your game's title in other languages before you commit

You have a title you like. It sounds right, it fits the logo, and the domain is free. The temptation is to lock it in and move on, because naming is the kind of decision that feels finished the moment it stops hurting.

The problem is that a title is the single hardest thing to change later. By the time the game ships it is embedded in a store URL, a logo, a trailer, a press kit, a community server, and every video anyone has ever made about it. Renaming after launch means abandoning whatever search visibility you accumulated and confusing the people who already know the game.

So it is worth spending one afternoon, before any of that exists, asking a question most solo developers never ask: what does this title do in the other places I want to sell? Not just whether it translates — whether it can be pronounced, typed, searched, remembered, and heard without landing somewhere you did not intend.

What can actually go wrong

The failure modes are surprisingly few, and none of them are about translation quality. They are about how a string of letters behaves in a different mouth, keyboard, and search box.

  • It cannot be pronounced. If a player cannot say your title, they cannot recommend it to a friend, and word of mouth is the mechanism most small games depend on. Invented words, dense consonant clusters, and unusual spellings all cost you here.
  • It means something you did not intend. The classic version is a word that is perfectly neutral in one language and loaded in another — Gift, for instance, is a present in English and poison in German. Slang moves faster than dictionaries, so a word can be clean in a textbook and unusable in the market.
  • It collides with something that already exists. Another game, a film, a band, a product, or a large community using the same phrase means every search for your title returns somebody else. This is a marketing wound rather than a legal one, and it is the most common of all.
  • It is invisible in search. A title made of common words in the target language is functionally unsearchable there — players who half-remember it will never find it again.
  • It is hard to type. A title relying on diacritics, unusual punctuation, or characters that are awkward on another region's keyboard adds friction at exactly the moment someone is trying to buy.
  • It changes shape when transliterated. In markets that render foreign titles in their own script, someone will decide how your title is spelled there — and if you do not decide it, players and press will each pick differently, splitting your search results across several spellings.
  • It carries an association you did not choose. Numbers and single letters are the usual traps: a digit can be unlucky or ominous in one market and neutral in another, which is why some regions avoid the number four.

Findability is part of the title

Discovery is where naming decisions cash out. A player watches a stream, hears your title once, and types their best guess into a store search or a video site two days later. Every step in that chain is a filter: they have to hear it correctly, spell it plausibly, and land on you rather than on something else with the same name.

The most under-considered version of this is the ordinary-word problem. A title that is a common noun or a stock phrase in English may be perfectly distinctive to you and completely lost in a search index that contains millions of pages using those same words. The same title may be highly distinctive in a market where those words are not everyday vocabulary, and useless in one where they are — which means findability is language-specific, not a property of the title alone.

There is a simple test. Type your exact title into a store's search, a general search engine, and a video site — each with the region and language set to a market you care about, not your own. Look at what comes back on the first screen. If your game would have to fight a film franchise, a food brand, and a popular song to be seen, you have learned something useful while it is still free to act on.

Subtitles are the standard escape hatch. A short distinctive main title plus a descriptive subtitle gives you something both memorable and searchable, and the subtitle can be translated per market while the main title stays fixed — which keeps your brand stable without leaving non-English markets with a name that says nothing to them.

The check, in one afternoon

This is deliberately low-tech. It costs you nothing but attention, and it needs to happen before the logo is drawn, because a logo is what makes a title feel non-negotiable.

Title check — run once per target market

1. Search the exact title in that market's language and region:
   - the store search (Steam, App Store, Google Play as relevant)
   - a general search engine
   - a large video site
   Note the first screen of results. Are you findable, or buried?

2. Say it out loud to a speaker of that language and ask them to
   spell it back after hearing it once. Then ask them to read it
   aloud from the screen. Both directions matter.

3. Ask 2-3 native speakers, separately, the open question below.

4. Check obvious existing uses: other games, films, bands, products,
   and any large community using the same phrase.

5. Search a slang dictionary for the target language, and check the
   title as one word and as its separate parts.

6. Do a basic trademark search in the markets that matter to you,
   then get professional advice before relying on the result.

7. Decide the transliteration yourself for scripts that need one,
   and use it consistently everywhere from day one.

Ask native speakers the right question

The way you ask determines whether the check works at all. Do not ask whether a title is weird or bad — people are polite, especially to someone who has clearly already fallen in love with the name, and they will reassure you. Ask an open question with no correct answer instead: what does this make you think of? What kind of game would you assume this is? How would you say it?

Ask several people separately, and ask people who do not already know your game. Someone who has watched you develop it for a year cannot un-know what the title refers to, and their reaction tells you nothing about a stranger scrolling a store page.

Weight disagreement carefully. One person finding a title odd is noise; three unconnected people producing the same unexpected association is a finding. And if a native speaker hesitates before answering, that hesitation is itself data — ask them what they were weighing up, because the useful information is usually in the thing they decided not to say.

Trademarks, in outline

A trademark search is a different question from the searches above, and it is worth separating the two: the marketing check asks whether players can find you, the trademark check asks whether someone can stop you. Trademarks are granted per jurisdiction and per category of goods and services, so a registration in one country does not cover another, and a registered name in an unrelated industry may or may not be a problem depending on how close the categories are.

For a first pass you can search the public databases that most national trademark offices publish, in the countries where you actually plan to sell, and see whether anything similar exists in the categories that cover software, games, and entertainment. That is enough to catch obvious collisions early, when changing the title still costs you nothing.

It is not enough to rely on. Assessing similarity, categories, and risk is specialist work, and the consequences of getting it wrong arrive at the worst possible moment — after launch, when the name is on everything. Treat the self-search as a filter that tells you when to stop and get a professional opinion, and get that opinion before you build a brand on the name.

Why titles get changed, and what to do if you already shipped

Games do get renamed between announcement and release, or between markets, and the reasons cluster into a few types: a legal conflict over the name, a platform or ratings requirement, a market team concluding the title will not land with local players, or a discovery problem where the name is simply too generic to be found. It is worth being careful about the specifics here, because publicly stated reasons for a rename are often partial, and the real cause usually stays inside a company — so treat these as categories of risk rather than as stories about particular games.

If you have already released, you have more room than it feels like. Most storefronts let you set a display name per language, so you can keep the original title as your brand while giving a market a subtitle or a transliteration that actually means something there. You can also lead with the original name and add a local reading in parentheses, which keeps the two connected for anyone searching either.

What you should not do is quietly change the name everywhere at once. Keep the old name discoverable — in the store description, in your announcements, and anywhere your community has linked to it — so that the search traffic and the word of mouth you have already earned still arrive somewhere. And wherever the URL slug can stay unchanged, keep it: URLs are the one part of a rename that breaks silently, and a broken link costs you a reader who was already on their way.

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