“Therefore
is the name of it called Babel; because the Lord did there confound
the language of all the earth: and from thence did the Lord scatter
them abroad upon the face of all the earth.”
— Genesis
11:9
Language is a very dodgy code, even among those
who purportedly understand the same one. Each word is paired with a
corresponding meaning...often more than one nuanced meaning,
depending on context. Humans “
fluent”
in a particular language don’t always have the same or a very
precise sense of meaning for some words; dialects further confuse
our
understanding of the language code. I love
hearing British slang terms, variations on the English language that
only prove the adage “Two peoples separated by a common language.”
We constantly use words that don’t mean what we think
they
mean. We garble our
communications
using words that impart imprecise
concepts
and attitude, whether on the phone, in texts and
e-mails, even in person. The speaker and recipient frequently have
different concepts of how words carry meaning and tone, especially in
rushed, spontaneous conversations we
fire
off in our impatient, relentlessly rapid-paced
society. Specialized fields often create and use their own jargon
within the common language, further complicating communication,
especially with outsiders. This
frequently
leads to a great deal of misunderstanding and emotional friction. I
can only speak for those “fluent” in English, but the way we talk
about the myriad diversions under the heading of “games”
leads
us to struggle as we constantly adapt to new perspectives and
developments in the vast, ever-expanding universe of adventure
gaming.
Lately I’ve noticed various gamers
commenting online about the difficulty of talking about games and the
ways we classify them. Such discussions become more frustrating and
heated when crossing the unseen boundaries between disciplines using
games of various forms: game aficionados; academics and educators;
wargame professionals; internet influencers; game designers and
publishers; informed generalists of a variety of game-related
subjects (all representing a sampling of my own limited understanding
of such seemingly innumerable gaming “tribes” in which some
people maintain multiple memberships). Finding consensus isn’t
always possible, even within any of those spheres.
Look at those in the serious wargaming sphere for
an example. As an informed generalist observing the serious game
field from the outside I’ve noticed many experts —
in papers, articles, presentations, and books —
discuss briefly or in depth the question of what constitutes a
wargame and what terms we use when we discuss the subject. The words
“war” and “game” come with many
connotations, few of which reflect positively on the activity. Do we
call it a wargame? Serious game? Rigid or free Kriegsspiel?
Conflict simulation? Chart maneuvers? How do we characterize its
specific execution: matrix game, miniature wargame, board game,
tabletop exercise? (And I’m not even touching the editorial issues
of whether we print it as “war game,” “wargame,” or
“war-game.”) Many authors offer a concise overview of the
conundrum in relation to wargaming in general and their own work in
particular, often with a brief summary of their own definitions used
in the presentation in question. And many times the consensus remains
to learn and adapt to new terms within disciplines, and sometimes
across them.

I have in the past opined on
the lamentable reality that, to many uninitiated observers, “roleplaying games”
remains primarily synonymous with “
Dungeons & Dragons”
despite the amazing diversity of theme and form that evolved in the
past 50 years. Roleplaying games remain infamous for incorporating
“What Is A Roleplaying Game?” sections in the early parts of
rulebooks. Many include the suggestion to skip this portion if
readers know about roleplaying games. While I appreciate assuming
most readers do not have a familiarity with your subject
— a practice
hammered into me in countless high-school writing assignments
— these
explanatory sections don’t always seem necessary. Or do they? In
their more than half-century of existence, roleplaying games have
evolved greatly and expanded exponentially in the internet age as
personal publishing and online distribution channels allowed everyone
to produce their own “roleplaying game” across numerous genres
and forms. This opened the Pandora’s Box of what constitutes a
roleplaying game in the 21st century.
Basic/Expert Dungeons &
Dragons, Traveller, Star Wars: The Roleplaying Game,
and other 20th-century fare offer very different, arguably
“traditional” takes on roleplaying games than more recent fare
like
Fate-driven
games introducing more player agency through stunts and aspects,
Powered by the Apocalypse games with moves, “playbook”
classes, and collaborationist settings, and current “indie” games
which sometimes seem more like cooperative
storytelling exercises. James Bond 007: Role-Playing In Her
Majesty's Secret Service and
A Cool and Lonely
Courage may be
espionage-themed “roleplaying games,” but the experiences they
inspire at the table seem very different.
(Adding to the confusion across the board is the
difference between “analog” or “tabletop” games and
“electronic” or “computer” games; intensified by the general
public’s perception of 21st century games as
ubiquitous electronic games and not the niche,
sometimes inaccessible seeming tabletop games.)
Some folks try standardizing the language we use
to categorize games no matter what gaming spheres we inhabit. I
applaud their work, even if they’re not so broad as to cover all of
the adventure gaming hobby. They offer a language framework — and
often a model of thinking — that works best for their particular
field and their specific objective at the time. For instance, Dr.
Jeremiah McCall offers a good example in his article “The Historical Problem Space Framework for Game Analysis and Design,”
where an admittedly developing glossary of terms helps readers
navigate and understand his ideas on developing engaging, meaningful
games within a historical context.
As an advocate and admirer of such end-matter as
bibliographies in articles and books, I also seek out glossaries to
define and clarify terms used in the text. I don’t often see them
in shorter articles and papers, but I find such a reference a
necessary and helpful guide to following the author’s ideas and
putting them in context. Sometimes they might seem redundant, much
like those infamous “What Is A Roleplaying Game?” pieces. But a
quick list of key terms and definitions up front can prepare readers
for the coming ideas by giving them a sense of how the author uses
language to view game issues. I wish we could find a common
linguistic framework so the many people working across the gaming
landscape can share a language and understanding. It may seem like a
solution looking for a problem. Does the broad gaming community
suffer from a lack of a common language to even just categorize game
types? Surely this is just a manifestation of my own obsession to
find/impose some sense of order on a world otherwise governed by the
Lord of Chaos. I admit I often succumb into the very human urge to
simplify things. The world remains so infinitely complex, with few
issues without a host of complicated contributing factors. We like
simplicity: this or that, hot or cold, black or white, good or bad.
In many cases it seems a harmless way of categorizing things so we
don’t have to think too much about them...which sometimes leads to
problems when complexity really requires some understanding and
consideration.

Yet for those involved in various forms of gaming
— even simple dabbling by informed generalists — communicating
clearly with people in different spheres takes time and understanding
before we get to the heady work of discussing and advancing new
ideas. But standardizing our language across the tribal fiefdoms the
broad gaming community has established over the years, and continues
to establish, remains a seemingly unattainable goal. Common lexicons
can help us talk about games in certain carefully defined contexts,
but games and the communities formed around them constantly shift and
evolve. Humans and languages being what they are in an extremely
imperfect world, few efforts at universally codifying the gaming
taxonomy would even approach effectiveness. Often we are too tribally
contentious to accept someone else’s definitions for categorizing
games suits our particular and extremely specialized niche of the
adventure gaming hobby. Combine that with gamers’ seemingly
stereotypical urge to modify rules or simply re-write or re-design
them to our own tastes. I’ve seen some folks struggle in online
interactions, hoping to foster a higher-order discussion of some
adventure gaming issue but spending time and effort explaining their
particular definitions of concepts to suit the specific context.
I suppose the best I can offer to this complex and
very human problem remains to encourage those writing about games —
of all subjects, not just how to categorize them — to provide clear
definitions, in text and in a glossary, to help readers understand
how individuals relate to game terms. To have patience with those of
us who might prove slow to adapt to new lexicons, or even resistant
to doing so. I think, in the end, in the absence of a generally
accepted taxonomy for adventure games, we simply have to settle for
remaining receptive, patient, and open-minded when communicating with
each other. Being aware of our own perspectives and those of others
in different gaming spheres. Being willing to concisely explain our
linguistic shorthand so we make sure everyone’s on the same page as
we move forward to discuss deeper topics...and willing to adapt to
the definitions others use to speak from their particular
perspectives.
“Here’s
an example: chapeau
means hat. Œuf
means egg. It’s like those French have a different word for
everything.”
— Steve
Martin