Game is argued to be fundamentally communication — "communicating who you are in the best possible way as quickly as possible." A woman's attraction is mediated entirely by what she directly perceives: what a man says, his body language, and his actions. Nothing outside that direct experience has pull on its own — including inner game/inner state, which matters only to the extent it leaks into words and behavior: "no girl ever said... i liked him because he was so in state... however they do say i like that thing he said."
Within that closed loop of say / body-language / act, words are claimed to be structurally prior to the other two. Body language and facial expressions are argued to carry little meaning without the words that frame them (a "push away" gesture "doesn't make any sense" without accompanying words), and words are said to shape body language and action more than the reverse. This is used to reframe the commonly cited "93% body language / 7% words" statistic: not by disputing the number, but by arguing the 93% is dependent on and only legible alongside the verbal 7%, rather than an independently weighted majority.
See Congruence Principle (Words, Tone, Body, Eye Contact) for the standard framing of words/tone/body/eye-contact needing to align — this concept adds a hierarchy claim on top of that: among congruent channels, words are the one that makes the others legible, not merely one equal channel among several.
Practically, this elevates specific word/line choice (see Ambiguous Charged Language (Dark + Flattering Words)) and repeatable verbal formats (see Charisma as a Trainable Skill (Reps)) above the harder-to-standardize nonverbal layer, and underlies techniques like Inception (Indirect Self-Persuasion).