baba-prague
Well, I don't want to say a whole lot here - there are some great posts. But... call me conservative (if you do, I think it may be the first time in my life, so it's actually quite interesting!) but I actually feel that having a firm, known and very established foundation lets us do all sorts of things that wouldn't work otherwise.
As I've said before, it's in some ways like designing a car. There is no point in replacing the steering wheel with a joystick, and making the break pedal into a break lever in the armrest (!). People want to have a basic structure that they already know. But then you can do all sorts of weird and wonderful (with the emphasis on wonderful I hope ) things on top of that structure. It just means that people can focus on the peculiarities/innovations of a particular set of cards without first learning a whole new system, which they then won't be able to apply elsewhere which cuts down the motivation a lot. I don't know Ric, maybe we will always happily disagree on this one. Maybe it's because my background is mainly in interaction design (I would never think of myself as an artist, I'm a designer) and so I see things in terms of a play between functionality and imagination/innovation.
I ought to add that I don't think it matters if that underlying structure is Marseilles, Thoth or RWS - but that there really is nothing much to be gained from trying to invent a whole new one at this point. It's not that it's "not worth it", I actually think it may be more that it's a distraction - creativity lies elsewhere. As I say, think of that car designer - there is plenty of scope to do new things, without ditzying around with something "innovative" to no purpose, such as making the gear-shift into a revolving button.
Good topic!
As I've said before, it's in some ways like designing a car. There is no point in replacing the steering wheel with a joystick, and making the break pedal into a break lever in the armrest (!). People want to have a basic structure that they already know. But then you can do all sorts of weird and wonderful (with the emphasis on wonderful I hope ) things on top of that structure. It just means that people can focus on the peculiarities/innovations of a particular set of cards without first learning a whole new system, which they then won't be able to apply elsewhere which cuts down the motivation a lot. I don't know Ric, maybe we will always happily disagree on this one. Maybe it's because my background is mainly in interaction design (I would never think of myself as an artist, I'm a designer) and so I see things in terms of a play between functionality and imagination/innovation.
I ought to add that I don't think it matters if that underlying structure is Marseilles, Thoth or RWS - but that there really is nothing much to be gained from trying to invent a whole new one at this point. It's not that it's "not worth it", I actually think it may be more that it's a distraction - creativity lies elsewhere. As I say, think of that car designer - there is plenty of scope to do new things, without ditzying around with something "innovative" to no purpose, such as making the gear-shift into a revolving button.
Good topic!