Language as Meta-Game

Michael Foster
6 min readMar 3, 2025

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A Unified Theory of Linguistics and the Philosophy of Language

I would like to propose a new foundational model for understanding language: language as metagame. Rejecting traditional structuralist and generativist paradigms that treat language as either a fixed system or an innate cognitive module, this framework argues that language is best understood as a constraint-negotiation mechanism nested within broader interactive games.

This approach unifies sociolinguistics, corpus linguistics, psycholinguistics, and the philosophy of language, providing a new explanatory framework that resolves persistent theoretical challenges in the field. I would like to demonstrate how linguistic meaning emerges not from static representations but from recursive constraint interactions across multiple layers of communicative play, integrating insights from Wittgenstein, game theory, and semiotics into a cohesive linguistic model.

Introduction: The Problem of Language Theory

For over a century, linguistic theory has been fractured into competing paradigms, each offering partial explanations for the nature of language: Structuralism (Saussure, Jakobson) viewed language as a fixed system of signs. Generativism (Chomsky) treated language as a biologically innate formal grammar. Pragmatics & Speech Act Theory (Austin, Searle) shifted focus to language use rather than internal structure. Wittgenstein’s Language-Games suggested meaning is shaped by contextual rule-following, yet lacked a formalized account of rule evolution.

Each framework captures critical aspects of language but remains incomplete because it assumes language is a self-contained system. This is a category error.

Language is not a discrete entity but a meta-level game that overlays all human interaction, structuring communication through evolving constraints.

Language as Metagame: The Core Hypothesis

At its ontic core, language both developed as and continues to be a metagame, meaning it is a game about games — a recursive system that imposes, refines, and renegotiates constraints on lower-order communicative interactions.

A metagame is a game that governs how other games are played. In strategy games, the metagame includes high-level adaptations that emerge beyond formal rules (e.g., new tactics, implicit conventions). In human communication, language plays this role by refining pre-existing games.

Contra John Searle, who argues that games must exist only after language (otherwise you cannot communicate the rules of the game), games precede language: Play, interaction, and social coordination exist before linguistic formalization. A simple thought experiment: consider two animals play-fighting, and when one animal bites too hard, the other yelps. Now a constraint has emerged: don’t bite too hard. As the animals evolve over time, the constraints they impose on the game become increasingly complex, thus the initial play-fighting between two pre-linguistic animals evolves until, eventually, higher dimensional constraints allow for highly complex games like chess.

From this view, it is clear that the sole function of language is to refine constraints, but there are many ways dimensions upon which constraints can be asserted: phatic, descriptive, etc. Language does not create meaning from nothing but builds new structures of meaning by mediating the horizons of existing communicative affordances.

From this perspective, we see that language is self-reconfiguring: The rules of linguistic use are not static but evolve dynamically in response to interaction.

Thus, language is not a game in the usual sense (as Wittgenstein implied) but a recursive metagame that constrains and directs other meaning-making processes.

The Multi-Layered Nature of Language Games

If language is a metagame, then understanding language use requires analyzing multiple levels of constraint interaction. The key domains of linguistic metagaming include (but by no means are limited to):

The Pragmatic Game (Social Action through Language)

Constraints governing how language achieves real-world effects (persuasion, command, negotiation) are produced at the levels of the individual and society. Speech act theory (Austin, Searle) fits here but lacks metagame integration, because it is merely a functionalist accounting of language in use and is not an ontological accounting of what language actually is.

The Semiotic Game (Symbolic Encoding and Interpretation)

This game consists of the constraints governing the relationship between signs and meanings. From this perspective, we see why the post-structuralists were dissatisfied with structuralist semiotics, because the structuralists were right to recognizes sign systems as being a real fact of language, but those sign systems were necessarily incomplete as those structures are constantly mediated through language use, which always renegotiates meaning. This can be seen as language use is an act of evolving play-spaces rather than rigid structures.

The Phatic Game (Relational Bonding through Speech)

Use of language to create and mediate social relationships can be understood as producing constraints governing how language maintains social cohesion and group identity. This is often overlooked in linguistic theory but crucial for understanding informal and non-informational speech, and is often codified in a descriptivist manner in sociolinguistics but, as with structuralism, any codification will merely yield snapshots of an inherently continuous activity.

The Persuasive Game (Rhetoric, Ideological Framing, Political Speech)

Like the phatic game, persuasive language use consists of constraints governing how language shapes belief systems and social norms. This connects linguistics with political science, media studies, and propaganda theory.

Each linguistic utterance participates in multiple overlapping games simultaneously, meaning linguistic meaning is always contextually constrained and cannot be reduced to a single system, albeit single systems of codification are epistemological tools that help us understand the metagame’s process within any given neighborhood of the broader field of metagame play.

Empirical and Theoretical Implications

As I mention above, this resolves Searle’s critique of language games.

Searle argued that Wittgenstein’s language-games require pre-existing linguistic structure, making language a precondition rather than an emergent phenomenon. Under the metagame framework, this objection collapses. Language does not create meaning from nothing; it refines and transmits constraints on communicative interaction. The game begins amorphously, with constraints emerging through iterative play (as seen in animal communication).

This shows us that language is not pre-required for rule-establishment but emerges from it. It is a tool used to structure games more precisely, to introduce new axes upon which the game can be made more complex, and in doing so the emergent nature of the language used by linguistic communities is constantly changed and refined. In mathematical terms, the boundary condition of the topology of the set of semantic fields in the game is constantly being pushed in different directions across several dimensions as language is being used, and language is never fixed into one static form until the language is dead.

Thus Kripke’s rigid designators are rigid in that they produce a vertice between the nodes of the signifier and the signified, but the vertice itself will constantly move across several dimensional axes as language users try to reformulate the designator. The vertice is affixed by an initial baptism connecting two nodes, but other nodes pushing against the vertice from all sides in several dimensions will cause it to move about.

Thus, language is a tool for structuring games that already exist, reinforcing the idea that it is a metagame rather than a primary system.

Reframing the Philosophy of Language

This framework forces us to change our perspective on several aspects of language. For one, meaning is not stored in symbols but negotiated dynamically through constraint interactions. Syntax, semantics, and pragmatics are not separate domains but nested layers of metagame constraints. This explains why attempts to disentangle syntax and semantics always fail, while also explaining why pragmatics can heavily influence both syntax and semantics without a resolution towards a “right” meaning of a semiotic term or a “right” syntactical structure that applies to every language.

While systematic approaches to language are extremely useful to learn languages and learn how languages function, formal linguistic rules are not fundamental — they emerge from adaptive communicative play.

Empirical Testing: The Case for Corpus Analysis and Psycholinguistic Experimentation

This model predicts that linguistic constraints should evolve dynamically based on interactional needs. Empirical tests could include, in corpus analysis, tracking how new linguistic constraints emerge in real-world discourse (e.g., internet slang evolution). In psycholinguistics, experiments that test how speakers adapt to novel linguistic games when constraints are changed could falsify the metagame theory. Computational modeling of simulated language evolution using game-theoretic AI models could help us observe how constraints emerge necessarily as languages are used.

This is a new linguistic paradigm.

If we treat language as a metagame, we move beyond outdated structuralist, generativist, and even pragmatic frameworks. This approach unifies linguistic subfields under a single model where meaning is emergent, constraint-driven, and recursively refined through communicative play.

Language is not a game — it is an evolving, recurisve metagame shaping and being shaped by human interaction. It structures and constrains meaning-making across multiple domains. Meaning emerges from constraint negotiation, not static representations. Syntax, semantics, and pragmatics are interwoven layers of constraint-play, not separate modules. Thus, empirical research should focus on real-world constraint evolution rather than idealized linguistic competence.

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Michael Foster
Michael Foster

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