I think there is a need to have some shared terms, or at least shared understandings. In a 1,000 word review, I would not want to have to make a case for the tendency toward “thingness” of parser games. I think this is an idea that makes intuitive sense, and most people get it. A challenge is that “medium-sized dry goods” doesn’t seem to make intuitive sense to at least some readers and reviewers (as this thread attests), and it really seems to me that one measure of a general-purpose term is whether or not it is readily understandable.
We could rely on philosophical terms for more general, everyday things in parser games. There’s probably some good stuff in Timothy Morton, for instance, but I don’t know that it would help anyone understand what a scenery backdrop is in Inform 7. My thought is that shared terms for common concepts are necessary, but I’m not sure “hyperobjects” (from Morton) or “object-oriented ontology” would be effective as everyday shorthand.
That isn’t to say that I don’t like philosophical or literary terminology. I do! I think the difference is that they are good for engaging with something specific and complex. Mike Russo used the term “Kristevan abjection” in his recent review of “Verses.” I found that very apt, and the term was necessary to get to a well-developed idea in an efficient and effective way. It’s clear that such concepts can add a lot to a review.
So far as the thing(ness) itself: a phrase I’ve used is “Zorkian game of things,” which describes one kind of model–the oldest–for parser game design. There are lots of other kinds of IF for authors to make, of course. Inform 7 is actually very good for making games that do not consist in large part of portable items with utility. If we are hoping to resist a tendency toward thingness in parser games, ultimately the things resisted are expectation and tradition. The medium does not mandate or even push toward a specific approach to things (quantity or utility) in a design, and it seems to me that we are largely talking about shared assumptions between authors and audiences.
It is sometimes satisfying to resist or defy what is expected.