THE WORLD EATS BODIES
The world eats bodies,
And everything eaten in the world dies.
Truth eats life,
But no one fed on truth will find death.
Jesus came and he carried food,
Giving life to whoever wanted it
So they might not die.
-Barnstone & Meyer, The Gnostic Bible, Shambhala Publications Inc. Boston. 2003. 284
So if we are to make an examination of food in games during this month’s Blog of the Round Table then I feel a certain emphasis must be placed on games that layer together the complexities of consuming and how the metrics of meals can be tangled and re-tangled within a single ludic system. Call it calories or energy, hyper potions or Lon Lon Milk; game design has the potential to call upon the long tradition of using food as a symbol that weaves together concepts of existence, morality, fertility, and divinity in stories of grand feasts or humble last suppers. The trading card game, Magic: The Gathering, characterizes the potential nuances of games as multi-layered acts of feeding. Like the gnostic passage above, the resources with the game both synergize and antagonize each other until we realize that quite everything is edible.
The Menu
Magic is known for releasing new cards every few months in sets known as ‘blocks’ in which the designers at Wizards of the Coast put emphasis on particular aspects of the core, “vanilla,” gameplay. At its most basic, a game of Magic consists of a deck of hand-selected cards, known as a ‘library,’ as well as a discard pile for cast spells and dead creatures known as the ‘graveyard.’ Players play land cards that can then be used to pay the casting costs of spells and creatures. They deal damage back and forth until one can reduce the other’s life total from twenty to zero. The alternative win condition states that a player loses if they can no longer draw a card at the beginning of their deck (i.e. their deck has been completely discarded into their graveyard). These two long-standing win conditions create a simple binary between the player’s physical fitness (life total) and mental fitness (a full library).
The immediate link between these two measurements of health is the overtly demonic mechanic of sacrificing life to draw additional cards or perform other actions that might ultimately pay-off by killing the opponent faster than you can destroy yourself. In fact, much of the morality built into Magic’s five-sided “color wheel” relates to the ways that each color of spell consumes or renews life total and card availability. Black spells traditionally exhibit a certain greed and aesthetic of the disposable while white and green value protection and longevity. Red and Blue provide a spectrum respectively between chaos and control of these same resources.
An example of a pre-exile card that transports cards out of the graveyard. The irony of a zombie-cleric making the sacred profane might point to how we interpret these game spaces.
Later in the 2010 rule update, Magic added an additional play area known as ‘the exile zone’ to solidify a space which several cards had already begun to experiment with the card text: ‘remove from the game.’ The concept of exile was to push for a space that was even harder to access than the graveyard. Whereas some spells could be cast out of the graveyard and other spells specialized in reviving your beloved creatures, the exile zone remains almost all-but-impenetrable. Between this trinity of zones, the five colors fight for unattainable supremacy in a never ending cycle.
Savory Combinations
One potential combination of the ingest-process combo shared between to Eldrazi
The two most recent blocks devilishly push and pull between the meanings and implications of these three spaces. Starting with the Eldrazi monsters of the Battle for Zendikar block, Magic developed a mechanic known as ‘Ingest’ that would allow Eldrazi to “eat” through a player’s library and exile the lost cards. In addition, other Eldrazi have the ability to ‘Process’ exiled cards and return them back to the graveyard as payment for special creature abilities. There’s a certain scientific (perhaps hydroelectric) feel to an ex nihilo mechanic which diverts a card’s potential energy through the exile zone before returning it to play and harnessing it against an opponent. Playing an Eldrazi deck forces a opponent to pay attention not just to what’s on the board and what’s in their hand but also how much of their deck has been removed from game. Thus while earlier cards such as Withered Wretch wished to simplify the game by exiling a card, the Eldrazi feed the exile space in order to confuse what is meta- or “beyond” the game and what is still very much a part of the game-as-metagame.
In response to the corporeal experience of fighting Eldrazi, the following block: Shadows Over Innistrad, completely reverses the nihilism and builds on the Gothic theme that nothing ever dies. Spirits, vampires, and nightmarish horrors linger in this set and often return to play or revive themselves. The two-faced card “Startled Awake” and “Persistent Nightmare,” visible below, plays with the notion of mental trauma as the card’s abilities allow it to physically cycle from hand to graveyard to play and back again to feed on the other player’s deck.
Depletion of sleep and card advantage
Mental Meals
Despite the threat of reducing one’s library to zero present in cards such as “Startled Awake,” Shadows Over Innistrad pays equal attention to the player’s own graveyard. The mechanics known as ‘Madness’ and ‘Delirium’ twist the concept of a full library as mental stability while also transmuting the notion of a graveyard into a strange receptacle of both mental and physical corpses. Cards with ‘Madness’ state: “If you discard this card, discard it into exile, When you do, you may cast it for its madness cost or put it into your graveyard.” The parallels to ‘Ingest’ ought to be clear but this time, instead of an opponent abusing the library to feed their ravenous creatures, the player willingly sends their own cards into exile only to reconstitute them back into play. The mechanic’s name draws upon the 19th century conception of madness (see the works of Charlotte Perkins Gilman or Nikolai Gogol) as a professed assertion of a different reality. The traditional heuristics of Magic suggest that discarding a card from your hand hurts your potential to play that card later on in the game. ‘Madness’ rewrites that assumption and allows you to engage in your own self-destruction and profit in return.
A card such as “Alms of Vein” perfectly elides the theme of vampiric loss and renewal that repeats throughout the cards. While vampires are traditionally thought to be predatory, the card’s image suggest the first-person viewpoint of a character who charitably gives to the vampire repeatedly in order to receive some sort of reward. The image further confuses the relationship between player and opponent: is the player mad to allow a vampire to take their own blood in payment for blood magic, or does the spell suggest that the player is the vampire leeching the life away from the opponent? ‘Madness’ pressures the player to use every card, to actively remove your hand while simultaneously stretching the potential energy of that movement.
A card such as “Alms of Vein” perfectly elides the theme of vampiric loss and renewal that repeats throughout the cards. While vampires are traditionally thought to be predatory, the card’s image suggest the first-person viewpoint of a character who charitably gives to the vampire repeatedly in order to receive some sort of reward. The image further confuses the relationship between player and opponent: is the player mad to allow a vampire to take their own blood in payment for blood magic, or does the spell suggest that the player is the vampire leeching the life away from the opponent? ‘Madness’ pressures the player to use every card, to actively remove your hand while simultaneously stretching the potential energy of that movement.
Card art as complex representation of food and loss
After all this self-sacrifice settles the set's second key graveyard mechanic begins to take hold. Cards with ‘Delirium’ have a trigger that activates further abilities if the player has four or more card types in your graveyard. The mechanic puts pressure on getting not just sorceries and instants (spells that naturally resolve and go to your graveyard) but also creatures, lands, enchantments, and artifacts buried into the dirt. An initial interpretation of ‘Delirium’ suggests that the mechanic invokes some sort of hallucination or confusion within the mind. While other decks (think of someone playing against the Eldrazi’s ‘Ingest’) might consider spells sent to the graveyard as lost potential, a deck specializing in ‘Delirium’ prefers to actively diversify their portfolio of lost cards. The graveyard is no longer the antithesis of the library but a parallel library which grants spells further incantatory strength.
A Gnawing Conclusion
All these reversals further madden the sense of victory since these mechanics make it all the more difficult to interpret whose consuming whom. Perhaps the mascot of Shadows Over Innistrad is not the heroic angels or chaotic demons that dominate the promotional material but the humble “Sanitarium Skeleton;" a creature able to return from your graveyard to your hand at anytime. The flavor text of the card reads: “His mind was lost long before his flesh.” Presumably the bony prisoner of this unknown asylum no longer has brain nor brawn and yet his ability prevents him from ever being completely gone. The world of Innistrad revolves around eating, regurgitating, and re-eating his undead corpse. I hesitate at the neologism on my screen; “re-eat,” sounds fundamentally wrong and yet perfectly (post?-)post-modern. Players are not just recycling this card because the term suggests that he is valuable as reclaimable resource. Wrapped up in the binds of a strait-jacket, the skeleton takes on the role of a trussed up chicken meant to be served again and again as a discard placeholder for other cards demanding sacrifice. The skeleton might never even be played, it only promises the potential of play. Meat and nitrates meant to be-looked-at before instantly spoiling.
The humble mascot
These rapid-fire observations of contemporary Magic sets represent resistance to the notion that the game design revolves around 1:1 ratios of health potions to health bars and mana potions to mana bars. Food is not just for healing. It can be equally destructive, consuming, and exhausting. It might never even be eaten! The role of food elicits questions such as who produces the food, who receives the food, and who fails to eat? The need for food, for resources remains fundamentally tied to our own mortality in much the same way that absence of any food signals and promises death. As we wait to see what new graveyard and feeding mechanics emerge in Shadow Over Innistrad’s sister set, Eldritch Moon, it is not too early to say that the designers of Magic have joined the leagues of mystics and anthropologists who force us to question just what are we eating to survive?
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This piece was inspired by Critical Distance's monthly prompt, "Blogs of the Round Table."
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