A World That Was Near Yet Nowhere
In the mid-to-late 1990s, as more and more households came to own personal computers and the spread of the internet became active, some children at the time would always go straight home after school, turn on the computer, and enter another world. They perceived the flat screen made of pixels as a world. Roaming through an entirely different world, thinking, experiencing, and meeting friends, they learned the order of that world.
MMORPGs, a type of role-playing game, allow multiple players to access the same game server at the same time and form relationships within it. At times, for someone, this may be more important than raising one’s level, and it may itself become an essential element for leveling up. In any case, the player could assimilate into this unknowable “other world” and move in and out of it with such ease.
The game How to Become a Wizard, released in 1997 by Japan’s TGL, is also one of the role-playing training simulations in which the story unfolds as the player carries out various missions. The ultimate goal of the game is to raise the character and finally make them a “magic master,” but the process is by no means easy. To do this, one must gather herbs, combine various ingredients, learn magic, and train without rest toward the goal.
Along with the motivation of becoming a “wizard,” exploration and adventure, observation, the “missions” and “quests” given for growth, and the appropriate rewards called “items” acquired by carrying them out, an “event” appears just around the time things might become boring.
And there is also the relief and sense of achievement felt from visually confirming one’s growth through “levels.” But more than anything, the simple yet peaceful, exceedingly modest BGM made the time inside the game feel leisurely.
In this world, the child can handle various kinds of magic, including attack, search, taming, creation, nature, and natural change. Passing through the wizard’s forest and arriving at a large cliff overlooking the sea, reaching the ice castle and the thorn forest to the east, adventures are always waiting everywhere. And soon, the child becomes part of this world made of only 256 colors in 8-bit.
Here, seasons entirely different from reality flow. Earth, fire, wind, water, twilight, and then again the unique seasonal point that returns to earth are the flow of this world and the coordinates of time. From earth back to earth; if the sense of time most familiar to humans in the real world is linear, the time of this world is cyclical and metaphorical.
The changing of the seasons shows the passage of time, but this is unmistakably a world different from reality, a world that grows yet remains still. This is because time in the game circles the same place like a hamster wheel. Even so, the child loses track of time while roaming everywhere in this world to find herbs.
The flow of seasonal points in the game, from “Poem of Earth,” “Poem of Fire,” “Poem of Wind,” “Poem of Water,” “Poem of Twilight,” and back again to “Poem of Earth,” is very important to the child.
Because the herbs that can be found differ according to the season, in order to become a wizard, one must go through all these seasons, set out on adventures while risking danger to find various herbs, and study for oneself how to mix the herbs according to the manual called the “Complete Book of Magic.” The child, growing through failure and frustration, is always exploring and researching in order to become a wizard.