Isn't that what the Forge tried to do?
Once upon a time on EnWorld you couldn't even complain about sorcerers being underpowered, or have an important discussion about whether you can use a lance two-handed from horseback, without someone re-phrasing into Forge-ite terms that no one else understood, or (even worse) into terms that other people thought they understood but actually didn't.
Yet how many of those terms have stuck with us?
I do find "Fiction First" quite useful as an explanation for how we are playing our first ever game of Fate wrong - our players can't get out of the habit of saying "Can I make an x check to do y?", and that's even after me pre-emptively removing the Notice / Perception skill (which is responsible for 75% of such conversations in our Pathfinder games). However, nobody else in our group knows what Fiction First means, and I'm not even sure I'm using it correctly myself.
It wasn't due to lack of effort on the Forge's part. Did they get stuck in their own echo-chamber, or was the task impossible in the first place?
I had a quick look at Board Game Geek and, from an extremely unscientific sample of 1 review, came across "a 1-4 player campaign game about adventures, exploration and fierce battles with giant monsters. It’s a co-operative, choice-driven boardgame experience played over multiple sessions" (emphasis mine).
I don't know much about board games, but that seems like a great, jargon-free summary to me.
No one is going to complain that the game can't be finished in one session, and forces the players to co-operate in order to succeed; if that's not what they are looking for then they'll simply play something else instead. And the entire (admittedly short) review never once referenced any other board games.
Can you summarise 5th edition D&D in the same way? "A 2-6 player plus 1 neutral GM, long-form campaign game about heroic adventures; involving the frequent risk of combat but also with exploration, puzzle-solving and role-playing. It's co-operative, driven by the choices of the players, the GM or both, but with a strong random element determining the outcome of conflicts. It is intended to be played for many sessions, with characters growing significantly in power as they face ever-escalating threats."
I have never seen D&D formally described in this way. It's something that "everybody knows", yet paradoxically as soon as you write it down someone will come along to remark "that's not how we play D&D". It's also useless as a definition, since it applies to pretty much any edition of D&D and so doesn't allow you to demonstrate why <Your Favourite Edition> is the best edition.