If you go back a good stretch (I am going from memory here), I believe "A Mighty Fortress" (2nd ed AD&D, I think, and based on Western Europe) had all the languages and the barriers to communication were down right hilarious and troubling. The first sessions initial meet in an Inn segment, ended up lasting three full sessions with multiple arguments and two fights breaking out. This all because in several cases only 1 person could translate for one to two other persons and this was repeated over a 10 player/character group. It was all kinds of mistranslation and misunderstanding. We still laugh about it now, all these decades later...and also will still never do that again, lol
This can get tricky to pull off, and it is often handy to have things like Common to navigate around it in settings, but I am a fan of more complicated linguistics in a campaign. When I world build one of the things I use to chart out the develop of cultures over time is areas by language group (if I know people who spoke language X were in area A on the map in 500 Not-BCE then migrated to area C on the Map in 45 not-CE, that not only helps paint a picture in my head of cultural change over time but it leaves an imprint on the map in terms of place names that suggests the history you create to the players (i.e. they can see this town in area A sounds a bit like some of the places they've been in area C). Also in terms of communication, I find it interesting if people need to work through tranlsators. This isn't for every campaign or every game. But I do like it.
I had A Might Fortress but I can't really recall the language stuff from it. Do remember liking that supplement. Would be interested if anyone can post some info.