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.