Results tagged “demon's souls”

This week's blog entry is about magic systems and metaphysics--a topic which is to some extent a natural extension of last week's discussion of magic and horror, which introduced the representation of the supernatural as a defining trait of magic systems. This week's entry actually proceeds out of two coincidental occurrences: one is that I've been playing Magic: The Gathering [1993], Richard Garfield's famed collectible card game about dueling magicians, at lunch. This week I also happened to check out the web site for the game, where I was surprised to find text with a certain amount of metaphysical profundity and beauty.


The current expansion of Magic: The Gathering continues to develop the theme of Planeswalkers. In the mythos of Magic, each player is a Planeswalker, a dimension-hopping magician who duels with other mages by casting spells and summoning creatures. Planeswalkers are also a card type that functions somewhat similarly to an extra player or ally, with the ability to cast spells and summon creatures in addition to those cast or summoned by the player. 

The website's description of a Planeswalker is quite striking and poetic, as in this excerpt:

a planeswalker's life is consumed with the exploration of the Multiverse, the discovery of strange secrets and experiences, and the plumbing of the depths of one's own mystic soul.  The life of a planeswalker is a life of choice and self-determination, unrestricted by the boundaries of world or fate. With the freedom to travel and the power of magic, each planeswalker has the power to carve his or her name on the face of history

This description compellingly evokes the life of an adept and an initiate, guided by a triad of mastery, enlightenment, and imaginative travel. The devotion to an exploration of the multiverse echoes long-standing esoteric drive toward astral travel, fueled by an ethos of imaginative exploration that would render the Planeswalker a "mental traveler," in the words of William Blake. Moreover, this flavor text conjoins metaphysical ideas about astral travel with a metaphor for the lifestyle of a hardcore gamer, conceived of as existentially free and engaged with a number of different worlds rather than the single consensual reality of real life (or "RL"). Moreover, the trope of the Planeswalker takes its place within a larger cosmology involving the possession of an inner spiritual "spark" and its awakening through epiphanic enlightenment, often triggered by trauma. This imagery is based on certain strands of Gnostic belief, as described in Hans Jonas' classic Gnostic Religion and scattered throughout popular culture, including the novels of Philip K. Dick and the comic books of Alan Moore.

The strongest magic systems are those that can accommodate a simulation of metaphysics overlaps with and reinforces similar fictions. Continuing with my definitional iterations and revisions, a magic system can now be defined as a set of rules and symbols designed to simulate the alteration of reality by the exertion of the will operating through the agency of a metaphysical force. So what is metaphysics? By definition, that which is beyond the physical. This word is more accurate and inclusive than the similarly-charged term supernatural; metaphysical acknowledges nature-oriented magic (druidism, Wicca, the green side of the color pie) without being restricted to it (since playing with only green mana or druids would result in monotony and a lack of balance).

Is metaphysics just the story surrounding magic in a given game world, its lore? No. Metaphysics is the experience of magic, expressed through its mechanics, visual art, audio, interface, and control scheme. Those magic systems are strongest which can accommodate the richest, most mysterious, interactive experience of metaphysics.  


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