Thursday, July 30, 2015

sp150720 Another look at Magic  

It was in the 1970s that I was introduced to video games by C. T. Chew, who was, at that time, a student in my printmaking classes. Around the same time I was privileged to see other creative artists at the UW mashing elements of performing arts and technology into their work.
Partly this happened because of video, which I took to be a medium friendly to the arts—the way independent films had been in my early art education. Technology didn’t bother me; I could have been an engineer, or even a dentist, with the gifts of my parents—Dad for his inventiveness and persistence, and Mom for her art and writing.
My background made the game, Magic: The Gathering, fascinating. Partly it was because a teacher invented the algorithm for the method of play. It was one of the first games to win a patent. Hasbro was interested in the game since 1994, and bought Wizards of the Coast, its producer, in 1999 for $325 million.
For an artist to be interested in algorithms, patents and game mechanics is odd, but I am also interested in artists’ survival. Artists were contracted by WOTC for the illustrations and, when I would visit the Magic flagship store in Seattle’s U-District, I liked to look at the original paintings there. That store was an art gallery, complete with a rooms for play, life-size monsters and regalia from the card’s art.
These events took place from 1975 to 1995. By the turn of the century I had left the art world behind, and it was—and is—lonely. I travel in new art worlds that are trying to be born, bearing the marks of an art world that’s dying—the art world of the 19th and 20th Centuries. My former colleagues—who are still alive at the UW Art School—and my former students cling to that world.
Oddly, but I have never played Magic. I borrowed a deck from a guy and I tried to play it but I was befuddled. I couldn’t make heads or tails out of it, even when I tried to read the rules. For every term there were questions I couldn’t find answers to. I think it is because the engineer and science side of me won’t let me slay make-believe monsters, or think that I can get strength by buying an expansion deck at a game store.
For me, there is something else besides entertainment in collecting and playing cards. Today I turned my attention to Magic again; but it was from a different perspective. I was on the trail of deck-building games, as Magic is one type of DBG and, in my browsing the web I found videos on the latest software for building custom decks on my computer. Also, a ‘Magic for Idiots” video series.
This is feeding my imagination with a fresh, new visit, reloading the inspiration I got from artists like C. T. Chew, Dennis Evans, Norie Sato and Sherry Markovitz—to name a few—inspiration that is at the root of making my 21st Century art into a card game. In other words, the game mechanic for Magic can be repurposed to fit my game, Emeralda: Games for the Gifts of Life.

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