A fantasy game is thinking big
about its future fanbase in China. Joshua Samuel
Brown reports
...Two wizards face off from opposing ends of a patchwork landscape comprised of shimmering plains of light, volcanoes spewing crimson flames, and dark swamplands from whose murky depths emerge bizarre horrors. Each controls eldritch forces peculiar to his own sorcerous school, and their battle is to the death. The sorcerer of light desperately conjures into existence a battalion of armored knights. But his opponent controls both chaotic and necromantic forces, and his army of ghouls easily dispatches the newly born human soldiers. Casting a second spell, the dark one calls down a pillar of hellfire that snuffs out the last vestiges of his opponent's life force. But the dark wizard is magnanimous in victory.
"Good game, man," he says, taking a long swig
from a bottle of green tea. "Play again?"
"Yeah, but give me five minutes to tweak my
deck," replies his humbled opponent. "I need more
firepower."
W elcome to the world of Magic: The Gathering,
a myth-mixing, genre-bending tabletop card game
boasting millions of dedicated (some might say
obsessed) players throughout the world.
Magic has captured imaginations throughout the
North America, Europe and Japan since being
introduced in 1993. But the scenario described
above took place not in one of the more
traditional strongholds of fantasy game- playing.
It, and hundreds like it, was played out on
tabletops and imaginations just across the border
in a hotel in Guangzhou that, for a weekend last
month, found itself the host of some rather
unusual guests: Chinese fantasy card game
acolytes.
The tournament was part of a weekend-long
tournament sponsored by Wizards of the Coast
(WOTC), a subsidiary of gaming giant Hasbro, and
took place simultaneously in Beijing, Shanghai and
Guangzhou.
Though most fans play the game casually, some
see it as a way of life, traveling to tournaments
around the globe to compete against other
diehards.
In China, the number of people who've even
heard about Magic is still small.
Michael Cheng, WOTC's territory manager for
China, estimates there are about 3,000 players on
the mainland. But if Ch
eng, a diehard player, has his way,
that number will increase exponentially.
"WOTC has really pulled out all the stops to
promote the game in China," says Cheng."This
event, for example, is called a pre-release game,
one of many being held globally to introduce our
latest cards to our most devoted players before
they hit the general market. We don't want Chinese
players to feel left out just because there are
fewer of them at this time."
The game's entry into the Chinese market has,
on the whole, been free of many of the issues that
dog Western entertainment companies attempting to
get translated versions of their products past
overly sensitive government censors. Based on
fantasy world scenarios, card descriptions and
other written content are safely apolitical.
Graphically, however, a few changes were made to
avoid offending local sensibilities.
"In the West, this card appears as an eyeless
skeleton," Cheng says, holding up one showing a
gaunt, necromantic figure clad in black, "but such
an image is a bit too disturbing in Chinese
culture, so the company decided to add color to
the monster's flesh and put his eyeballs back in
their sockets."
At the Guangzhou game, none of the more than
200 players (some of whom have come from Hong Kong
and Taiwan to play for the weekend) seem overly
concerned. They've come to trade old cards, check
out the newest ones, and eventually to compete;
dickering over a bit of paint-on flesh and added
eyeballs is not a high priority.
One of the more colorful characters at the
competition is Simon, a quiet and diminutive Hong
Konger carrying a stuffed tiger doll. If it's part
of a strategy to catch opponents off guard, it's a
good one. Thus far, he's winning every match.
"Simon is well known on the international Magic
circuit," says tournament organizer Cheng. "He
almost never loses."
The same can't be said for Taipei native Nikko,
defeated in every match during the morning.
"I think Magic is 70 percent skill and 30
percent luck of the draw, but still I'm playing
poorly today," he says. "Maybe I'll do better
after lunch."
Yuepiao, another Taiwanese player, says he's
glad that Magic is catching on in the mainland.
"The more the merrier," he says, "besides,
Magic cards cost less on the mainland than in
Taiwan. I buy them here and bring them back."
A major point of pride in the Magic world is
that players can challenge each other even if
neither they nor their cards share a common
language.
"Though the cards may look slightly different,
and be in a totally different language, they
function in the same way," says David Ong, WOTC's
East Asia events manager. "So a Goblin Fire Fiend
functions the same whether its description is
written in English, Chinese or German."
Ong, who's traveled the world playing games and
setting up tournaments, says that from Beijing to
Berlin, the rules of the game always stay the
same. To the uninitiated, these rules might appear
maddeningly complex.
The object of the game is simple: reduce your
opponent to zero points from a starting pool of
20, while preventing him from doing the same to
you. Each turn consists of various phases in which
opposing players draw cards from their decks and
place them on the table, then "tap" other cards to
indicate that they're being used to attack, using
a power of some sort, or in later stages, to
defend.
Where it gets more complicated is in the nearly
limitless possibility of deck configurations that
can be built. There are thousands of cards that,
when put together, afford the player any number of
potential offensive and defensive combinations.
The sheer number of cards available means that no
two games will ever play out quite the same way.
It's this endless potential for variation that
makes Magic such a compelling - even addictive -
pastime. WOTC estimates that there are more than
six million players competing in tournaments
worldwide, with the number of casual players being
much higher.
While the number of Magic gamers in China is a
miniscule portion of the overall game, the company
has high hopes for the game's future in the Middle
Kingdom.
"We foresee that China will be our biggest Asia
market beside Japan in three years time," says
David Ong. "Chinese players are beginning to make
serious inroads as competitors in global
tournaments, and last year's international Magic
tournament in Beijing was a major milestone for
the game in China."
To most players, tournaments are as much an
opportunity to socialize and trade cards - WOTC
produces thousands of new cards annually, making
it unlikely that any one player will ever own them
all - as they are to prove their skills. This
social aspect is an important facet in the Magic
community, and even in the heat of battle players
freely offer helpful tips to opponents.
Still, comments such as "Don't even think of
bringing out your Troll this turn my Zombie Wurm
will totally demolish it" sound closer to bravado
than actual "advice."
While some may peg Magic aficionados as nerdy
men-children who can't find girlfriends, gamers in
Guangzhou had come from all walks of life, from IT
workers to investment bankers, professors and
sports jocks. And yes, there are a few nerds in
between.
As for the stereotype about girlfriends, the
problem for the gaming dudes in Guangzhou is more
likely of keeping them than finding them.
"My boyfriend loves this game, so I came with
him to the tournament," says Ivy Chung, a slightly
bored looking woman who spent most of the morning
being ignored by her game-playing partner.
Though not totally the domain of boys, the
overwhelming majority of Magic players are male.
During the morning tournament, only one woman is
actually playing. However, there is one woman
prominent in attendance, the beautiful Yo-yo Mok.
She flits around the room, dealing cards with long
blue-nailed fingers and acting as an umpire when
the need arises. As the owner of a local gaming
store, Mok has a vested interest in seeing the
popularity of the game increase.
"I like the game, but usually only have time to
play the online version after running in the
shop," she says.
Even if WOTC never manages to entice China's
much coveted female demographic, the future for
Magic in China looks bright. A burgeoning young
middle class with ever- increasing amounts of
leisure time and disposable income, coupled with
increasing penetration of fantasy-themed
entertainment such as Harry Potter, Lord of the
Rings and Chronicles of Narnia promises fertile
soil for games like Magic to take root.
Is it possible that, 10 years from now, the
sounds of clacking mahjong tiles and cries of
"pong" heard in parks across China might compete
with the sound of shuffling cards and comments
like "my fire drake is so totally going to fry
your zombie horde"?
"That would be fantastic," says Michael Cheng,
smiling at the unlikely idea that Magic might one
day become as popular in his country as mahjong.
"And hey, it never hurts to think big."