The family name system in real-life works extremely poorly, especially under certain conditions, yes it does work better than having no family name system at all, but that may only be if you consider a false conclusion better than no conclusion.
Wow. I'm amazed you feel so strongly about this, and in such direct opposition to pretty much the entire world--but hey, you do you.
I am not proposing that we do not have family names, I am just proposing that we do not simply copy the systems that are used in real-life but come up with a better system. . . . A lot of things real-life cultures do is quite imbecilic, in fact I would say the majority of things that real-life cultures do is such. So if you want things to work properly, blindly copying real-life cultures is definitely not the way to go.
True, there are certain cultures that do things that I personally find rather silly--like some Polynesian peoples refusing to ever speak the name of a person who has died, or English speakers making
non sequitur nicknames, like shortening "Charles" to somehow get "Chuck". But these are quite definitely the exception, the vast majority of naming protocols seem quite sensible to me--and obviously, to those who use them. Even the real-world chauvinist standard of "the wife takes the husband's surname" would cease to be anywhere near as sexist in DF, if we simply introduce an equally-weighted feminist counterpart. (It makes more sense to claim parentage from the mother, anyway.)
When you say we should come up with "a better system", I hope you don't mean just
one system: I've always championed the idea that different races, and different civilizations within those races, should have different cultural behaviors, and naming conventions should definitely be part of that. Besides, having a set of random options present in the raws would likely allow players who dislike certain possible behaviors (like yourself) to go into the raws and edit out the options they'd rather not see.
It is not a problem at the moment because there are no family surnames. It becomes a problem if we replace the present surnames with family ones, since we will end will a large number of people with the same name.
I think you're making a mountain out of a molehill with this. Sure, let's say the Bunnyhammer family consists of a married couple who produce 15 kids, one of whom manages to marry and have another 9 kids, and
outside the fort there's an extended Bunnyhammer clan with 127 living members (I'm not sure how many of those would likely be considered historical figures). So that's about 150 Bunnyhammers . . . but since there are
hundreds of viable first names, the game can still name them all with no repeats. (Getting close to an "upper limit" on clan size could be another prompt for members to break off into a new clan.)
By culture I mean culture,
That wasn't helpful, but I'll try to play along. Every creature has a race (species), a birth civilization (set of social customs used by their parents [both parents are likely to share the same one]), a formative civilization (where they grew up), and a current civilization (where they live now). A person's culture is going to depend on ALL of these, and in my opinion their name should as well. A dwarven child snatched off to live as a goblin would probably be given a goblin name (and, as I said, might not ever remember their dwarven one).
This raises the question of what the point of first names is at all and the answer is that it allows us to easily identify the culture of our individual. . . . a goblin born in a dwarven civilization, or a non-historical goblin promoted into a historical characters gets a dwarven name.
But that's hardly limited to just the
first name. Just because we
also see the English translations of their names, doesn't mean we can't tell the difference between "Stinthad" and "Ngustpuz". Besides, if it's in a fort, the goblin's going to be shown as a 'g' anyway, not a '☺'. And it's not like we can't just overwrite the special cases with a nickname, so it's a moot point.
We should do the opposite of making first names unique. Having identified that the only function of first names is to identify culture, we can make everyone in the culture have the same 'first name'. That makes things work a lot better, since we have a shared name that tells us what culture the individual belongs to, one shared name telling us what family household they belong to and a third unique name identifying the specific individual.
Oh HELL no. You criticize the majority of human cultures' naming conventions as "imbecilic", and then suggest THIS as an
improvement!? You never cease to amaze me with your ability to make wild, unfounded suppositions and then immediately treat them as established objective facts. But let's mentally put this plan of yours into practice anyway: Since your home civilization is called "The High Candles",
every native dwarf in your fort has "Highcandle" as name elements 1 and 2 . . . which serves
no purpose whatsoever except to a) take up valuable space, and b) distinguish them from the fort's various merchants, guests, and possible invaders--who of course are
already flagged as Merchant, Guest, or Invader in the Units list. I just checked, you can't use nicknames to completely remove a dwarf's first name--and even if you could, to have them all called "Highcandle"
by default is what truly deserves to be called imbecilic.
The point of a name is to distinguish. A name, or a name element, cannot distinguish if there is nothing meaningful to distinguish it FROM. Bob Higgins doesn't go around calling himself "Human Bob Higgins" all the time, and even the far more specific "Philadelphian Bob Higgins" still doesn't mean a damn thing if he's
in Philadelphia. The sort of race-specific or civ-specific names that you're suggesting could only make sense if they were applied to just the
fringe elements in a given society.
The Hundred Years' War was fought over the King of England's birthright claim to the throne of France. By its conclusion, royals were still debating the succession rights from seven generations prior. And even today, one of the fundamental differences between Sunni and Shiite Muslims is over which of Mohammed's relatives was his true successor as leader of the faith.
In neither of these cases did the claims originally result from anything beyond the immediate extended family.
Hmm, yes and no. For instance, because the Hundred Years' War had interludes of peace, those monarchs who came later had to look further back to find "just cause" to resume hostilities. In Shakespeare's
Henry V, a big chunk of Act 1 Scene 2 is literally devoted to a tedious and rather arcane history lesson:
https://www.youtube.com/watch?v=Pnk1fbGNWrM (and I'm pretty sure this part of the script is actually edited
down from the original version).
This tangent has diverted more than far enough from the topic of the thread, and I'd prefer not to continue it. I primarily added this reply just for the YouTube link, because Branagh made a bitchin' Henry V.
Most people don't have families at all since they are not historical characters. The situation you are describing will however not happen, because the population cap will eventually drop as the older generation die off, which causes existing marriages of the middle-aged dwarves to become fertile again. That is because the child cap constrains the reproduction of the married couples once there are a certain number of children. But once the older dwarves die of old age and none of the younger generation can marry since there is only one family, the middle-aged dwarf marriages simply churn out more children.
In effect, in DF as in nature reproductive potential is seldom actual reproductive outcome. If all the younger generation are one family, then the older generations families will simply make new offspring for them to breed with.
Yes, but the problem is not "babies don't get born", the problem is "couples don't get married". Toady largely "fixed" the issue by making (apparently) all migrants already heterosexually married upon arrival, so the initial number of productive couples in the fort is VERY high at first. Since most forts don't last more than a generation or two, this band-aid solution is nearly perfect in practice (although the resulting babysplosion does make the first few years even
more difficult).
I too must admit that certain of my conclusions are not empirical--I have not personally run even a single fort long enough to see all the original migrants die off, let alone for the clear majority of their descendants to refuse to marry and thus start the inbreeding train. But I know it is going to work poorly because I, too, can think critically, and I know that when the average dwarf considers perpetuating their species to be LESS important than a shared fondness for a particular metal, that's definitely a bad sign. Yes, when a significant number of old dwarves die, more babies will be born to replace them, and the babies will definitely meet the age requirement with each other. But just because they
can marry & reproduce doesn't mean a realistic number of them
will.
A large number of people end up being called Gooseslayer. Perpetually inherited surnames are no less dysfunctional if they are originally assigned to heroes, since most people are not heroes.
A large number of people are named Smith, too, even though most of them are not smiths. Everyone knows this. They also know that the name Smith is so common, there is no reason to assume that any two random people named Smith are related--it's more likely that they are not. Yet this is
not a dysfunction, because a) it's so well-known, and b) even all the Smiths together would still constitute only a sliver of a minority, against all the other thousands of names out there. It can be the most popular last name, but as long as it doesn't
dominate (the way Highcandle would), it still serves its purpose of distinguishing each Smith family from the rest of society as a whole.
All variables are proper nouns choosen randomly to create a name. I suggest we leave it that way, but insist that all creatures, items, minerals and other things DF features, should be included in every language of every race.
I have actually spent the last year doing just that. It is ton of work to add in all the things in the game as words.
My reply is unrelated to the thread topic, so I sent you a PM.
Considering this is Dwarf Fortress we're talking about, I'm surprised this discussion has barely mentioned the question of how the values and personalities of individual Dwarves and entities would affect these naming conventions. . . .
On the other hand, it should be possible for others to name an indivual, so that new knights can get names from whoever knights them, feared demons getting names from their oppressees, or monarchs taking the names their advisors advises them to instead of their own preferences.
By the way, I assume we all agree that the naming systems should be decided on the entity-level and not the species level?
Agreed, decisions like this should largely be up to the individual dwarf, although certain others should also have enough influence on the dwarf to have some control as well. As previously mentioned, a newly-arrived migrant (or newly-named infant) might be renamed by local authorities if a name is deemed improper or likely to cause confusion. Depending on the social customs of the civ, and a dwarf's regard for tradition & authority, a family elder might be able to control things like baby names or breaking off a new clan. And combat titles should arise from witnesses to the deed(s) in question, so that most likely means the other members of the dwarf's squad . . . or at least those who saw the dwarf returning from the kill.
Also,
achieving personal dreams like "mastering a skill" and "creating an artifact" should receive an additional bonus if/when it comes to deciding a dwarf's new name.