What The Hell Do You Name The Follow-Up To N++?
🖥 PC, Multi-platformNews
#Gaming,News

What The Hell Do You Name The Follow-Up To N++?

GameSpot » All News RSS FeedChris Pereira9 min read(3 months ago)

Overview & Key Takeaways

N++ is an absolutely stellar game. I even like the unconventional name and appreciate developer Metanet Software's continued embrace of the N name first used for its original Flash creation more than two decades ago. But it's also a name that comes with some issues, perhaps best demonstrated by the game's name on Steam being followed by "(NPLUSPLUS)." So what do you do when you're making a multiplayer follow-up and need to come up with a name?

"It's always been hard for us to name these things," Metanet's Raigan Burns said when asked about the name of the newly announced N+ Infinity Times Two. "We think N was absolutely the perfect name for the original game, but unfortunately, we had a serious search-engine problem, to the point where if you go into Steam or Xbox or PlayStation and type N++, it's really hard to find our game."

It's a problem that a developer like Remedy has also no doubt dealt with; using a single, common word like "Control" is going to make your game a nightmare to search for. (I can also personally attest, as someone involved with providing feedback on the search functionality on the recently relaunched GameSpot website: Search is hard!)

Metanet was aware of the potential issues with the name for N+ going into its release, yet it was only once the game became publicly available that the extent of the problem became clear.

"It was upsetting because it was a thing we were aware of," Burns said. "When you're making a PlayStation game, there's a parallel, private version of the store. And so in that version of the store, we were the first search result when you search N++. So everything was fine until launch day. And then, [on] launch day, we discovered, oh, the public version of the store, for some reason, search works differently, and we're like on the fifth page of results. Anyways, you know, live and learn. It's just, I mean, this entire series is a process of learning from our mistakes. It's like the development of the game parallels the way the game actually plays."

https://www.youtube.com/watch?v=-Jhy9HNs-u0

Having had that experience, Metanet had a lot to consider with the name for what would ultimately become N+ Infinity Times Two.

"Part of it was just like, what do we want to call this one? We went through N to the power of N, and like every symbol over the years, we've tried it. We've tried thinking of it."

Setting aside the complexity of trying to search for NN, other ideas were considered, including a hilarious alternative for a game focused on multiplayer. "At one point, this game was called M for multiplayer," Burns said.

"We even toyed with the idea of abandoning N as a moniker and just calling it something like The Ninjas. Because as much as we have this awesome fan base, statistically, 99% of people haven't played an N game in their lives, and we definitely designed this one to be the Super Mario World, where it caters to the fans of the series, but it also serves as a great jumping-off point for anyone who's never played one of these games before. So we were thinking if we call it N [Something], we're going to have a Godfather 3-type problem where we don't want to give people the impression that you need to have previous experience with the series. ... N++ was for our hardcore fans. It was absolutely, 100% a love letter to the people who have been playing for a decade."

A race to the finish in N+ Infinity Times Two

One of Metanet's desires for the name was thus to convey Infinity Times Two can appeal to a wider audience.

"It's not like I'm stuck for six hours on the same level trying to beat it. It's multiplayer. So it's like every couple minutes, the level's over, there's a winner, and then you're on to the next level. So it's a totally different kind of vibe. We exhausted every possibility. We didn't have a name we liked."

In came producer Nick Suttner, who suggested something like N Infinity. That was initially deemed to be "kind of boring," although it served as the springboard to the eventual name.

"I think Mare [Sheppard, N co-creator] had the idea of, okay, N++ was serious. We're silly people, and it had some silliness, but it was a bit serious. This one, we're really trying to embrace the fun in this [and] our silly personalities. So why not lean into the absurdity of--the whole series at this point is a bit surreally comical. So, N+ Infinity Times Two, we think, has just the right amount of playful, tongue-in-cheek, kind of self-deprecating humor that we like, while also communicating it's a different proposition than other sets of things. It's a bit unique, it's quirky, it's weird."

But just what does that "Infinity Times Two" refer to, aside from presenting players with another question of what to search for exactly (N+ Infinity x2? N Plus Infinity Times Two?)? I wondered if Metanet considered it due to the way the game emphasizes replayability and the infinite nature of a multiplayer experience.

"Not until just now," Burns says. "But that is a wonderful angle that we're certainly going to integrate into our understanding of it."

N++ is an absolutely stellar game. I even like the unconventional name and appreciate developer Metanet Software’s continued embrace of the N name first used for its original Flash creation more than two decades ago. But it’s also a name that comes with some issues, perhaps best demonstrated by the game’s name on Steam being followed by “(NPLUSPLUS).” So what do you do when you’re making a multiplayer follow-up and need to come up with a name?

“It’s always been hard for us to name these things,” Metanet’s Raigan Burns said when asked about the name of the newly announced N+ Infinity Times Two. “We think N was absolutely the perfect name for the original game, but unfortunately, we had a serious search-engine problem, to the point where if you go into Steam or Xbox or PlayStation and type N++, it’s really hard to find our game.”

It’s a problem that a developer like Remedy has also no doubt dealt with; using a single, common word like “Control” is going to make your game a nightmare to search for. (I can also personally attest, as someone involved with providing feedback on the search functionality on the recently relaunched GameSpot website: Search is hard!)

Metanet was aware of the potential issues with the name for N+ going into its release, yet it was only once the game became publicly available that the extent of the problem became clear.

“It was upsetting because it was a thing we were aware of,” Burns said. “When you’re making a PlayStation game, there’s a parallel, private version of the store. And so in that version of the store, we were the first search result when you search N++. So everything was fine until launch day. And then, [on] launch day, we discovered, oh, the public version of the store, for some reason, search works differently, and we’re like on the fifth page of results. Anyways, you know, live and learn. It’s just, I mean, this entire series is a process of learning from our mistakes. It’s like the development of the game parallels the way the game actually plays.”

VIDEO

Having had that experience, Metanet had a lot to consider with the name for what would ultimately become N+ Infinity Times Two.

“Part of it was just like, what do we want to call this one? We went through N to the power of N, and like every symbol over the years, we’ve tried it. We’ve tried thinking of it.”

Setting aside the complexity of trying to search for NN, other ideas were considered, including a hilarious alternative for a game focused on multiplayer. “At one point, this game was called M for multiplayer,” Burns said.

“We even toyed with the idea of abandoning N as a moniker and just calling it something like The Ninjas. Because as much as we have this awesome fan base, statistically, 99% of people haven’t played an N game in their lives, and we definitely designed this one to be the Super Mario World, where it caters to the fans of the series, but it also serves as a great jumping-off point for anyone who’s never played one of these games before. So we were thinking if we call it N [Something], we’re going to have a Godfather 3-type problem where we don’t want to give people the impression that you need to have previous experience with the series. … N++ was for our hardcore fans. It was absolutely, 100% a love letter to the people who have been playing for a decade.”

A race to the finish in N+ Infinity Times Two

One of Metanet’s desires for the name was thus to convey Infinity Times Two can appeal to a wider audience.

“It’s not like I’m stuck for six hours on the same level trying to beat it. It’s multiplayer. So it’s like every couple minutes, the level’s over, there’s a winner, and then you’re on to the next level. So it’s a totally different kind of vibe. We exhausted every possibility. We didn’t have a name we liked.”

In came producer Nick Suttner, who suggested something like N Infinity. That was initially deemed to be “kind of boring,” although it served as the springboard to the eventual name.

“I think Mare [Sheppard, N co-creator] had the idea of, okay, N++ was serious. We’re silly people, and it had some silliness, but it was a bit serious. This one, we’re really trying to embrace the fun in this [and] our silly personalities. So why not lean into the absurdity of–the whole series at this point is a bit surreally comical. So, N+ Infinity Times Two, we think, has just the right amount of playful, tongue-in-cheek, kind of self-deprecating humor that we like, while also communicating it’s a different proposition than other sets of things. It’s a bit unique, it’s quirky, it’s weird.”

But just what does that “Infinity Times Two” refer to, aside from presenting players with another question of what to search for exactly (N+ Infinity x2? N Plus Infinity Times Two?)? I wondered if Metanet considered it due to the way the game emphasizes replayability and the infinite nature of a multiplayer experience.

“Not until just now,” Burns says. “But that is a wonderful angle that we’re certainly going to integrate into our understanding of it.”

Share:

More in PC, Multi-platform

Wardogs Players Really Want You To Close The Doors … Or Else🖥 PC, Multi-platform

Wardogs Players Really Want You To Close The Doors … Or Else

The hottest game on PC right now is Wardogs(https://www.gamespot.com/games/wardogs/), the Battlefield-like mass multiplayer FPS by developer Bulkhead that's soaring up the Steam charts. While it may not be as hot as the game itself, the game's subreddit is full of hotheads demanding you do one teeny-tiny thing. Close. The. Doors. Behind. You. Released in a closed beta state in August 2026 before entering early access in September 2026, Wardogs has taken PC gaming by storm. It's not only the number-one trending game(https://steamdb.info/stats/trendingfollowers/) according to SteamDB, with an all-time peak of 428,666 concurrent players on September 13(https://steamdb.info/app/1867240/charts/), but it's also the fourth-most-played game on Steam(https://steamdb.info/charts/), trailing behind Counter-Strike 2, Dota 2, and PUBG: Battlegrounds. Folks can't get enough of being a dog of war. Something folks would love to get enough of, though? Players leaving those gosh-darn doors and gates open when venturing out onto the battlefield. All over the official Wardogs subreddit are a ton of players decrying the carelessness of other players when it comes to not closing doors and gates behind them. Redditor demonmit1 posted on September 14(https://www.reddit.com/r/WarDogs/comments/1wfvgws/stopbuildingsomanygates/), pleading for people to stop building so many gates and close the ones they open. "If you're helping build a FOB, please… We only need one air locked gate for logistics," demonmit1 said. "No one closes them anyways, so adding more is not good. Stop it. If someone wants to leave the base, they can jump over a wall. They don't need to leave through a door they'll forget to close." https://www.reddit.com/r/WarDogs/comments/1wdpm7n/closeyourfobgatesplease/ "PSA: stop leaving my doors and gates open at my fobs," wrote Redditor novastar17 on September 12(https://www.reddit.com/r/WarDogs/comments/1we3cmr/psastopleavingmydoorsandgatesopenatmy/). "i have been trying to build mortar complexes and random allies come open doors and let enemies in to just wipe all of us while im busy building. stop that, thanks." "There should be upgraded doors / gates that auto shut after a few seconds," user GOpencyprep suggested on August 23(https://www.reddit.com/r/WarDogs/comments/1vwmx4f/spendingsomuchtimebuildingupafobonlyto/) in a very potty-mouthed Reddit post. "Or teammates who forget to close the door behind them should be fired into the sun...one or the other. Seriously though this is a problem." What these FOBBs, or Forward Operating Base builders(https://www.gamespot.com/articles/what-is-a-fob-in-wardogs-and-why-do-you-need-one/), are talking about are the doors and gates you can add when constructing bases that act as central operating hubs for your team. These FOBs allow you to create fortified defenses, as well as construct weapons and other armaments to keep your team ready for when the fighting gets particularly intense. Unfortunately, because the doors and the gates don't close behind you once opened, this gives the enemy team the opportunity to waltz in, shoot up the place, and leave as if they were invited in the first place. Even though only you and your teammates can open and close doors and gates, meaning the enemy can't just pry your FOB open, leaving any access point open leaves you, ahem, open to a raid. You can imagine how frustrating this would be. https://www.reddit.com/r/WarDogs/comments/1wf7gwf/friendlytutorialonhowtoclosedoors/ "While Servers are down CLOSE THE DAMN DOORS," Redditor xMrStonex put it bluntly on September 14(https://www.reddit.com/r/WarDogs/comments/1wfxm4d/whileserversaredownclosethedamndoors/). "Title. Thank you." "I get killed so often when using mortars or working on the FOB, because lazy people can't be bothered to close the door when they leave the FOB," AutomaticReach32 suggested on September 14(https://www.reddit.com/r/WarDogs/comments/1wfdd2x/paypeopleforclosingdoors/). "You can't force people to close the doors, but I think this could be helped with some monetary encouragement. Pay people if they close the door behind them! Nothing game changing, something modest like the revive / heal tips, $15 to players who close the door, reward good behavour!!" "I just have to say one thing," Icy-Sock-2388 said in the title of their September 5 Reddit post(https://www.reddit.com/r/WarDogs/comments/1w8fihl/ijusthavetosayonething/). "CLOSE THE FING DOORS! Countless times now I've meticulously spent tens of thousands to rapidly build a mortar, AA, and respawn fob...only for it to be taken by the enemy because they casually walked through the front door, past the multi-layered airlocks, into the tower airlock, and then into the fob airlock room because EVERY one of those doors was open." There have been some threats in the subreddit(https://www.reddit.com/r/WarDogs/comments/1wbhwt7/theonlyrealwayoffixingtheproblemofpeople/), too! It's really just people announcing that, if you leave a FOB door or gate open, you'll get a chest full of lead from your own team(https://www.reddit.com/r/WarDogs/comments/1wdpm7n/closeyourfobgatesplease/) if the enemy team hasn't pumped you full of it already. Clearly, no one wants to let the AC out and the enemies in. Speaking of being let in, Wardogs suffered brutal server queues(https://www.gamespot.com/articles/wardogs-has-a-massive-start-on-steam-but-players-face-brutal-sever-queues/) once it entered early access. Thankfully, Bulkhead released a hotfix that kinda-sorta addresses the long server wait times, but you may still encounter the dreaded WD-L014 Error Code. We've broken down how to get past that(https://www.gamespot.com/articles/how-to-fix-the-wardogs-wd-l014-error-code/) so you can be a dog of war again.

GameSpotNewsabout 4 hours ago
The World's Coolest New Indie Gaming Showcase Officially Returns Next Month🖥 PC, Multi-platform

The World's Coolest New Indie Gaming Showcase Officially Returns Next Month

After a successful spring outing, Evil Empire's Triple-i Initiative Showcase will return this fall, promising 'No ads, no host, just games.'

PolygonIndie, Newsabout 4 hours ago
Fortnite Confirms Kingdom Hearts Collab Release Date, and It's Bigger Than Expected🖥 PC, Multi-platform

Fortnite Confirms Kingdom Hearts Collab Release Date, and It's Bigger Than Expected

Sora and the Keyblade had already been confirmed for Fortnite's gaming season, but it seems there's much more to this collab.

🎮 Fortnite🎮 Fortnite Confirms Kingdom Hearts Collab
PolygonNewsabout 10 hours ago