Maybe it's just me, but cultural movements seem to be divided into three phases. You have Phase 1, the Indiscernable Phase (official name, natch). Disparate pieces appear in the ether of culture but are not yet discernable as a "thing". Take cyberpunk, for example. In the mid-20th century, books appeared with techno-dystopias, datanet heists, body-embedded technology, evil corporations, information wars, etc. scattered among them. But it wasn't until the late 70s and early 80s that writers like William Gibson, Bruce Sterling, Pat Cadigan et al. pulled these ideas together into a phenomenon we call cyberpunk. Yes, you're reading correctly: cyberpunk as an identifiable concept does not emerge until Phase 2, the Coalescing Phase. One other important point about Phase 2 is that it sits on the edge of popularity but is not yet popular. Neuromancer was a niche hit upon release, not a mass market hit. The hucksters need time to catch on, which leads us to Phase 3: the Commodification Phase. The "thing" is now an ordinary thing, a known entity that companies can market, produce, and sell en masse. They can put the 'cyberpunk' label on the cover and most people will know what it is. Rinse, repeat, until ubiquity is achieved.
Of course, the transitions between the three phases are nebulous. What precisely is the line between Coalescing and Commodification? Hard to know. But the phases undoubtedly exist. Cyberpunk, jazz, romantasy, or any other cultural phenomenon have gone through them. Which brings us to TCGs.









