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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