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I feel like there are some things missing, other redundant, but here is my contribution:

River Raid (Activision, 1982)
Specified by Chico

Verbs

Steer (avatar)
Dodge (enemies, River borders)
Shoot (enemies, bridges, Fuel Tanks)


Nouns

Plane (avatar)
Jet (enemy)
Ship (enemy)
Helicopter (enemy)
Bridge (checkpoint)
Natural limits (collision map)
Fuel Tank (health)
Squad (lives)
Fuel Meter (health meter)


Adjectives

Acceleration (avatar and enemies)
Speed (avatar and enemies)
Refueling (avatar)
Vertical Scroll (map)

There it goes, my first play specification. I'm not sure it quite captured the experience of playing the game, though, and I guess the Adjectives section might have one or two things out of place...

Well, I've done as is my wont, and specified something thats subjectively semantically a shooter in probably no one's terms but mine.
http://www.zenben.net/blog/zenblog.htm

Sorry, but blogger.com doesn't seem to support trackback.
Nice work by the by - think this and structural specification could be made into an engine, perhaps an ontology (just a thought inspired in part by the GOP)?

I've done Robotron: 2084...

http://www.gamelog.cl/logs/LogPage.php?Log_Id=115

I also have some suggestions for the verb side of things. :-)

In particular, and this is a bit of rant I've had brewing since hearing Chris Crawford talk a few years ago, there is usually a lot of talk about how "weak" games are in terms of "verbs". I tend to agree on one level, and disagree on another.

Chris Crawford describes first-person shooter games as games where you move, aim and fire. If he's feeling generous...add jump. It's a valid critique, but I think that he misses the point with some "special" verbs.

There are many FPS games where by moving, aiming, and firing, you also: stalk, peek, sneak, tail, ambush, wait, lead, dodge, chase, flee, hide, strafe, etc.

I'm proposing that we call these: tactical verbs. Tactical verbs reflect, and attempt to describe, the intentionality from the part of the player. As such, they need to be understood in the context of what is going on in the game. (they could also be understood as an interpretation of the actions observed). They are always executed by different combinations of the basic verbs (move, shoot), but they are done as a means to a (probably) short-term goal.

I propose that many games, while similar in their basic verbs, are different in the tactical verbs they afford. It is in many ways the sum of the tactical verbs that describe the experience of playing the game.

Jose, good point. A verb without context and/or intented purpose is probably insufficient.

Take the FPS example of jump. Am I jumping over a pit of spikes (precision, direction important, may take my time) or randomly jumping during a firefight to make myself a harder target (precision, direction less important; orientation important, perhaps timing important).

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