Hey there everyone. Don't worry, I live.
I just... hate my job right now. Boss just got back from vacation and there are aspects of waiting for the other shoe to drop or if he finally chilled the **** out.
So... picking up on my opinion on where the aesthetic identity went amiss requires a larger look at the context of what I consider the primary visual cohesion to be and then zeroing in on the moment they changed that. However, where I ultimately depart from my thoughts on the matters is that I want to pop the hood and actually see behind the curtain for what DROVE those departures as the factors that lead to the aesthetic collapse.
First off, establishing identity:
Naturally, this is going to be just spread ALL through the early years, but the point at which I feel like it started to key in to some visual language was with Ice Age. That's no big surprise, of course, and then the refinement throughout the Urza's Saga and Weatherlight materials, but I actually think the entire aesthetic truly and genuinely peaked during Tempest, waning into the Invasion. (I would have included Weatherlight in that, but the rest of the Mirage block was visually different) During this period, I would also include the Portal: Second Age as well as 6th-8th edition as being the most Magic
tm as it would ever get.
Yet, in a VERY weird way, the one card that my brain provides me, in the weirdest of ways, when I think what is Magic's aesthetic, is a random ass card they used for advertising during that period:
Avizoa is, to me, the singularly most Magic card in visual identity. There are a few that end up in the top end jumble as well:
Abyssal Gatekeeper,
Vizzerdrix, the Weatherlight
Timid Drake,
Scapegoat,
Reckless Abandon and I could keep going on, I'm sure.
Overall, in terms of stylism, there is a very odd blend of specific locations that I think became the most distilled concept of how I thought of the visuals of the game.
Dakmor and
Norwood for Black and Green (Llanowar stands out more, but left less an immediate association),
Sapprazo for Blue,
Benalia for white, and
Mercadia City for Red.
I suppose part of what also stuck in my mind, beyond the fashion present, was also the locales, as blue was, at the time, always represented in a very swashbuckling and tropical manner, and since is... a lot less interesting.
Then there's the contributing factors of the artists that I think characterized the style most prominently. Kev Walker and DiTerlizzi jump immediately to mind, with Rebecca Guay shortly behind.
So... that is how I think of Magepunk as a visual identity, a coalescence of those factors.
Then, I present the conundrum: What happened?
Well, that answer is easy. The Invasion happened.
Now, before the Invasion, Odyssey was already in the works, and there wasn't anything wrong with the visuals there of, all the way through Onslaught. No... the problems that cropped up there were with the actual cards and a persistent nagging from the fanbase that they had seen the characters they'd been following too much over the past few years. That feedback would have been just in time for Mirrodin, which is why we got our first planar hop at all, as near as I can tell. Unfortunately, the CATASTROPHE that was Onslaught spooked the company and Mirrodin, as a continuation of the story all told, was sufficient that they began to look for loose threads that were... a lot looser. Which is my supposition of how we arrived at Kamigawa. Now, Kamigawa was a MAJOR departure, but it was still following some ideas that were left out in the cold during the grab bag that was Legends, and visually, while they saw a HUGE departure, there were enough visual cues still consistent that it was solidly a Magic project, just... with a different cultural skin. That ended up not being more than a hiccup when Ravnica came along and we got a LOT of visual diversity that ran the gamut of what was still definitely in the Mage punk vernacular as visual languages go.
Time Spiral, as a follow up, took dozens and dozens of cues from previous magic cards, so it still solidly knew what the visual identity was, but this is also the first time I think they probably lost just a touch of some of the weirdness that the artists got to bring to the table.
In the same vein as Kamigawa before it, while there was a MASSIVELY different visual look to Lorwyn, we still saw a good chunk of the visual concepts that Magic used as its identity. Chiefly, I think of
Goldmeadow Stalwart as having that essential Magic look to him.
I will never say a negative word about Shards of Alara.
Then we come to the place where I actually think the degradation and loss of identity started: Zendikar.
Now, it still had a lot of the trappings of what I would deem the Magepunk aesthetic that was integral to Magic, but there's some indefinable change that happened here. For every
Kazandu Blademaster or
Turntimber Ranger there was one that missed the mark as well. I think, on top of that, the focus on having no settlements was a big part of the damage. There was ludonarrative disconnect between having somewhere named Zulaport and that not... MEANING anything because the wilderness was the setting.
Scars of Mirrodin then came along, and I think this is legitimately where the damage totally manifested and started to steamroll, because there had always been style guides before, but this is the first time the artists LOST a lot of the freedom to bring something of their own to the table. Instead, it started to be designs by committee and commissions dictating specific looks be used from the style guides exclusively, and this was absolutely more noticeable because of the redefinition of the Phyrexian looks and of course the disastrous step off the cliff of the Goblin redesigns. It was imitation of the Magic style, but it wasn't anymore.
Then Innistrad came in and we saw a legitimate and intentional change from the aesthetics that defined the art of the game. Tricorn Hats for as far as the eye can see and clothes cut in a particular way.
However, I think the real Nail in the coffin, and something I specifically called out at the time, was Return to Ravnica. There, we saw a homogenization of the visual aesthetic into a consistent and safe paste to be smeared over the cards. The weirdness and the actual contribution of the artists felt like they'd been reduced, and the change over into a Brand rather than an Identity was complete.