What Makes a Good Language?
summary
Overview of concrete methods and results: constructed languages appear as full systems with made proto-forms and applied regular sound changes to generate irregularities that feel natural; projects span TV and film crews (Game of Thrones, House of the Dragon, Vampire Academy, Superman) and a weekly Langtime Studio livestream for iterative two‑hour builds. Claims: naturalism requires controlled irregularity and efficiency (Gricean tradeoffs), Esperanto retains ~1M users so auxiliary languages can scale, signed modalities exploit space and are changing via FaceTime one‑handed use, and one recent conlang deliberately embeds acoustic contrasts humans cannot perceive.
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chapters (13)
- 0:00Language creation intro
- 2:08Fake song or language
- 5:42Constructed languages history
- 11:24Language creators and internet
- 12:35Film and TV languages
- 16:13Live language creation
- 19:07Human vs machine communication
- 22:20Context and efficiency
- 25:51Attested vs possible features
- 29:01What makes a language good
- 35:27Naturalistic design principles
- 41:09Non-human communication
- 45:50Language diversity closing
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