🌍 world

Naming Conventions

How locations are named on New Silph Island tells the player who built them — and who wants credit for them.


The Two Systems

Rocket — Utilitarian Codes

Team Rocket named infrastructure the way engineers do: functional, sequential, anonymous. No history implied, no brand to protect.

Example Logic
Shaft Zero First tunnel bored into the island
(further tunnels would follow: Shaft One, Shaft Two…) Ordered by construction sequence

These names were never meant to be seen by the public. They were internal designations for workers and researchers.


Silph Co. — Corporate Blandness

Silph Co. renamed everything they inherited to make it sound like theirs. The names are clean, alphabetical, and deliberately unmemorable — the kind of language that goes on a brochure or a safety placard.

Example What it replaced
Corridor A Shaft Zero

The blandness is intentional. A name like Corridor A implies nothing was here before. There’s no history to ask about.


The Layering Principle

Silph names sit on top of Rocket names. The corporate branding is the surface — the old designation is underneath, sometimes literally.

Players who look carefully may find old Rocket signage still visible beneath Silph Co. repaints, or etched into tunnel walls that weren’t fully refinished.

This is environmental storytelling: the island’s history isn’t announced — it’s discovered.


Design Intent

The naming contrast reinforces the game’s core tension:

When the player first enters Corridor A, it just looks like a tunnel with a sign. The moment they find a wall plate that says SHAFT 0 underneath is the moment the island stops being Silph’s story.


See Also