Button labels can be tricky. Get the labels right and users fly through dialogs with ease. Assign labels that are slightly off and you present a mental roadblock every time the user is required to make a decision.
Which brings us to one of the minor, likely unnoticed changes in GameTap 1.7: what happens when you try to leave a paused game? Prior to 1.7 we landed on a fairly common and standard couple of labels for the dialog:

No, I don’t want to continue playing. So Cancel, right? Oh wait, no. I DO want to continue to leave this game. So Continue? Wait, what? Part of the problem is that Continue and Cancel are somewhat divorced from the context of what you’ve just elected to do by closing the InfoCard. So you have to reread the dialog text to make sure you know what you’re doing.
Sure, this isn’t the end of the world. If you go back and read the text, you’re likely going to end up just fine. The issue here is that you end up stuttering over what should be a relatively easy decision.
So what’s the fix? Yes and No labels? Yes, I’m sure I want to leave. Or No I don’t want to leave. But we’re still left with labels that require you to read the dialog text. Are there any labels that don’t require that? Labels that fall in line with the action you’ve just taken (clicking away from the paused game)? We think so:

Of course, working through this kind of “fix” is nowhere near as exciting and glamorous as adding Buddy Leaderboards, designing a screen name popup menu, or even providing a Downloaded game subring. But it’s all part of the deal: making GameTap a better experience from the dinkiest of dialogs to the coolest of games.