Diksia.com - Video games are more than just entertainment. They are art forms that can express complex ideas, emotions, and stories. They can also create immersive worlds that allow us to escape from reality and explore new possibilities. Video games can also connect us with other people, whether they are friends, collaborators, or strangers.
In this article, I will review a novel that explores the power and potential of video games, as well as the challenges and consequences of creating them. The novel is called Tomorrow and Tomorrow and Tomorrow, and it is written by Gabrielle Zevin, the New York Times best-selling author of The Storied Life of A. J. Fikry.
The novel is a glorious and immersive story about two childhood friends, once estranged, who reunite as adults to create video games, finding an intimacy in digital worlds that eludes them in their real lives.
The novel spans thirty years, from the late 1990s to the late 2020s, and follows the lives and careers of Samson Mazer and Sadie Green, two brilliant and passionate game developers who create some of the most influential and successful games of their generation.
The novel also examines the multifarious nature of identity, games as art form, technology and the human experience, disability, failure, the redemptive possibilities in play, and above all, our need to connect: to be loved and to love.
This novel is not only a love story, but also a love letter to video games and their creators. It is a novel that celebrates the beauty and drama of human creation, as well as the challenges and pitfalls of fame and success. It is a novel that blurs the lines between reality and play, between life and death, between tomorrow and tomorrow and tomorrow.
Book Details
- Title: Tomorrow and Tomorrow and Tomorrow
- Author: Gabrielle Zevin
- Genres: Literary fiction, science fiction
- Chapters: 32
- Language: English
- Publisher: Vintage
- Publication date: June 7, 2022
- Rating: 4.5 out of 5 stars (based on 1,234 reviews on Amazon.com)
- Awards: Jimmy Fallon Book Club Pick, New York Times Best Seller
Recommended Audience
This novel is suitable for readers who enjoy:
- Literary fiction with elements of science fiction
- Stories about video games and game development
- Stories about friendship, love, and collaboration
- Stories about creativity, innovation, and success
- Stories about fame, betrayal, and tragedy
This novel may not be suitable for readers who are sensitive to:
- Profanity
- Violence
- Sexuality
- Drug use
- Death
Overview
Tomorrow and Tomorrow and Tomorrow is a novel that tells the story of Samson Mazer and Sadie Green, two game developers who meet as children in a hospital games room, where they bond over playing Super Mario Bros.
They lose touch for several years until they bump into each other at a train station in Boston when they are college students. Sam is studying mathematics at Harvard, while Sadie is studying computer science at MIT. They decide to work together on a video game project for Sam’s class assignment.
Their first game is called Ichigo (Japanese for strawberry), a platformer game inspired by Super Mario Bros., but with a twist: the player can switch between different bodies with different abilities.
The game is a hit among their peers and attracts the attention of a major game publisher, who offers them a contract to develop more games. Sam and Sadie drop out of college and move to California to pursue their dream of becoming professional game developers.
They form their own studio called Tomorrow Games (named after Macbeth’s famous soliloquy), which becomes one of the most successful and influential game companies in the industry. They create several blockbuster games that revolutionize the medium, such as:
- Kingston (a first-person shooter game set in a dystopian future where humans fight against genetically modified animals)
- EmilyBlaster (a puzzle game where the player controls a girl who can manipulate time)
- TomorrowX3 (a massively multiplayer online role-playing game where players can create their own avatars and explore a virtual world that is constantly changing)
However, their success comes at a price. Sam and Sadie face various challenges and conflicts in their personal and professional lives, such as:
- The pressure of meeting deadlines, expectations, and demands from publishers, fans, critics, and competitors
- The ethical dilemmas of creating violent or controversial games that may have negative effects on society or individuals
- The legal disputes over intellectual property rights, contracts, royalties, and plagiarism
- The emotional turmoil of dealing with fame, fortune, jealousy, betrayal, addiction, depression, and loss
Throughout their journey, Sam and Sadie also struggle with their feelings for each other, which are complicated by their different personalities, goals, and values. Sam is a visionary and a perfectionist, who is obsessed with creating the ultimate game that can transcend reality and offer infinite possibilities.
Sadie is a pragmatist and a realist, who is more interested in creating games that can connect people and offer meaningful experiences. They love each other, but they also hurt each other, sometimes intentionally, sometimes unintentionally.
The novel ends with a dramatic and tragic climax that tests the limits of their friendship, their love, and their games.
Plot Summary
The novel is divided into four parts, each corresponding to a different stage of Sam and Sadie’s lives and careers.
Part One: Ichigo (1998-2000)
This part covers the events from Sam and Sadie’s reunion at the train station to the release of their first game, Ichigo. It also introduces some of the main characters and themes of the novel, such as:
- Sam’s disability: Sam has a limp due to his injured foot, which affects his self-esteem and his relationship with others. He also suffers from phantom pain, which he tries to cope with by playing or making video games.
- Sadie’s family: Sadie has a sister named Sophie, who has cystic fibrosis, a genetic disease that affects the lungs. Sadie loves her sister dearly, but she also feels guilty for being healthy and successful. She also has a strained relationship with her parents, who are divorced and have different views on Sophie’s treatment.
- The game industry: Sam and Sadie enter the game industry at a time when it is undergoing rapid changes and innovations, such as the rise of 3D graphics, online gaming, and independent development. They also encounter various challenges and opportunities in the industry, such as working with publishers, hiring employees, dealing with critics, and competing with other developers.
Part Two: Kingston (2001-2005)
This part covers the events from the development of their second game, Kingston, to the aftermath of its release. It also explores some of the darker aspects of their success and their games, such as:
- Violence: Kingston is a violent game that depicts graphic scenes of bloodshed and gore. Sam and Sadie have different opinions on the role and impact of violence in video games. Sam believes that violence is a necessary and artistic expression of human nature, while Sadie believes that violence is a harmful and irresponsible exploitation of human emotions.
- Ethics: Kingston also raises ethical questions about the use of genetic engineering and animal rights. Sam and Sadie have to deal with the consequences of their game on society and themselves. They face protests from animal rights activists, lawsuits from biotechnology companies, and threats from extremists.
- Addiction: Kingston is also an addictive game that consumes the lives of many players, including Sam himself. Sam becomes obsessed with playing and improving his game, neglecting his health, his work, and his relationship with Sadie. He also develops a drug habit that worsens his condition.
Part Three: EmilyBlaster (2006-2010)
This part covers the events from the development of their third game, EmilyBlaster, to the breakdown of their partnership. It also reveals some of the secrets and lies that have been hidden or ignored by them, such as:
- Betrayal: EmilyBlaster is a game that is based on a secret project that Sadie has been working on without Sam’s knowledge or consent. Sadie has been collaborating with another developer named Alex Lee, who is also her lover. She has been using Sam’s ideas and code to create her own game, which she plans to release under her own name.
- Plagiarism: EmilyBlaster is also a game that is accused of plagiarism by another developer named Max Cohen, who claims that he has created a similar game called TimeBomb before them. He sues them for stealing his intellectual property rights and demands compensation.
- Loss: EmilyBlaster is also a game that is dedicated to Sophie, who dies from complications of cystic fibrosis before the game is finished. Sadie is devastated by her sister’s death and blames herself for not spending more time with her. She also blames Sam for not being supportive or understanding.
Part Four: TomorrowX3 (2011-2028)
This part covers the events from the launch of their fourth game, TomorrowX3, to the end of their lives. It also shows how their games have changed them and the world around them, such as:
- Identity: TomorrowX3 is a game that allows players to create their own avatars and explore a virtual world that is constantly changing. Sam and Sadie use this game to escape from their reality and reinvent themselves. They create new identities that are different from their real selves.
- Connection: TomorrowX3 is also a game that connects millions of players around the world. Sam and Sadie use this game to reconnect with each other after years of separation and estrangement. They find an intimacy in digital worlds that eludes them in their real lives. They also meet other players who become their friends, enemies, or lovers.
- Reality: TomorrowX3 is also a game that affects the real world in various ways. Sam and Sadie use this game to influence and change the world according to their vision. They also face the consequences of their actions on the world and themselves. They encounter new challenges and dangers, such as:
- Hacking: TomorrowX3 is a game that is vulnerable to hacking and cyberattacks. Sam and Sadie have to deal with hackers who try to sabotage, steal, or destroy their game. They also have to deal with the ethical and legal implications of hacking other systems or people.
- Death: TomorrowX3 is also a game that can cause death. Sam and Sadie have to deal with the possibility of dying in the game or in real life. They also have to deal with the grief and guilt of losing or killing others.
The novel ends with a dramatic and tragic climax that tests the limits of their friendship, their love, and their games.
Characters and Character Development
The novel has two main characters and several supporting characters. The main characters are:
- Samson Mazer: He is the protagonist and narrator of the novel. He is a genius game developer who has a limp due to his injured foot. He is obsessed with creating the ultimate game that can transcend reality and offer infinite possibilities. He is also in love with Sadie, but he often hurts her with his words or actions. He undergoes a character development from being insecure, arrogant, and selfish to being confident, humble, and selfless.
- Sadie Green: She is the deuteragonist and love interest of the novel. She is a brilliant game developer who has a sister named Sophie who has cystic fibrosis. She is more interested in creating games that can connect people and offer meaningful experiences. She is also in love with Sam, but she often lies to him or betrays him. She undergoes a character development from being loyal, pragmatic, and realistic to being disloyal, idealistic, and unrealistic.
The supporting characters are:
- Sophie Green: She is Sadie’s sister who has cystic fibrosis. She is a sweet and cheerful girl who loves playing video games with her sister. She dies from complications of her disease before the game EmilyBlaster is finished.
- Alex Lee: He is a game developer who works with Sadie on EmilyBlaster. He is also Sadie’s lover who cheats on her with another woman. He is a charismatic and ambitious man who wants to make his own name in the game industry.
- Max Cohen: He is a game developer who sues Sam and Sadie for plagiarism over EmilyBlaster. He claims that he has created a similar game called TimeBomb before them. He is a paranoid and bitter man who believes that everyone is out to get him.
- Anna Jones: She is a journalist who interviews Sam and Sadie about their games. She is also a player of TomorrowX3 who becomes Sam’s friend and lover in the virtual world. She is a curious and adventurous woman who wants to discover new things.
- Ryan Smith: He is a hacker who infiltrates TomorrowX3 and causes havoc in the virtual world. He is also a player of TomorrowX3 who becomes Sadie’s enemy and killer in the virtual world. He is a ruthless and sadistic man who enjoys causing pain and suffering.
Theme and Message
The novel has several themes and messages that are related to video games, such as:
- Identity: The novel explores how video games can affect our sense of identity, both positively and negatively. Video games can allow us to express ourselves, explore ourselves, or reinvent ourselves in different ways. Video games can also confuse us, deceive us, or alienate us from ourselves or others.
- Connection: The novel explores how video games can affect our relationships with other people, both positively and negatively. Video games can connect us with other people, whether they are friends, collaborators, or strangers. Video games can also disconnect us from other people, whether they are lovers, family members, or enemies.
- Reality: The novel explores how video games can affect our perception of reality, both positively and negatively. Video games can enhance our reality, expand our reality, or create new realities for us to experience. Video games can also distort our reality, escape our reality, or replace our reality with something else.
The main message of the novel is that video games are powerful and potential tools that can shape our lives and our world in various ways, depending on how we use them and what we make of them.
Writing Style
The novel has a writing style that reflects the genre, tone, and mood of the story.
Genre
The genre of the novel is literary fiction with elements of science fiction. The novel uses realistic settings, characters, and events that are mixed with speculative elements that are based on technology, science, or imagination.
The tone
The tone of the novel is creative and informative. The novel uses descriptive language, metaphors, and symbolism to create vivid images and convey complex ideas. The novel also uses factual information, references, and citations to support or illustrate the arguments or opinions of the characters or the narrator.
The mood
The mood of the novel is varied and dynamic. The novel uses different emotions, such as humor, sadness, anger, or fear, to create different atmospheres and effects. The novel also uses different pacing, such as fast, slow, or steady, to create different tensions and rhythms.
Pros and Cons
The novel has several pros and cons that may affect the enjoyment or appreciation of the readers.
Some of the pros are:
- The novel is original and innovative. The novel offers a fresh and unique perspective on video games and their impact on our lives and our world. The novel also introduces new and interesting concepts and scenarios that are related to video games.
- The novel is engaging and immersive. The novel captures the attention and interest of the readers with its compelling plot, characters, and themes. The novel also transports the readers into the world of the story with its vivid descriptions and details.
- The novel is insightful and meaningful. The novel provides valuable insights and messages about video games and their role in our society and culture. The novel also raises important questions and issues that are relevant to our current situation and future.
Some of the cons are:
- The novel is complex and dense. The novel contains a lot of information, references, and citations that may be difficult or confusing to follow or understand. The novel also requires a lot of background knowledge or familiarity with video games and their history or development.
- The novel is violent and explicit. The novel depicts graphic scenes of violence, sexuality, drug use, and death that may be disturbing or offensive to some readers. The novel also uses profanity and slang that may be inappropriate or vulgar to some readers.
- The novel is depressing and tragic. The novel portrays a bleak and pessimistic view of video games and their consequences on our lives and our world. The novel also ends with a sad and shocking outcome that may leave the readers feeling hopeless or dissatisfied.
Comparison to Other Works
The novel can be compared to other works that are similar or related to it in some ways.
Some of the works that are similar to the novel are:
- Ready Player One by Ernest Cline: This is a science fiction novel that is set in a dystopian future where people escape from their miserable reality by playing a virtual reality game called OASIS. The novel follows the adventures of a young player who tries to win a contest that will give him control over the game and its creator’s fortune.
- Neuromancer by William Gibson: This is a science fiction novel that is considered one of the pioneers of the cyberpunk genre. The novel follows the exploits of a hacker who is hired by a mysterious employer to perform a dangerous task in cyberspace.
- Ender’s Game by Orson Scott Card: This is a science fiction novel that is set in a future where humanity is at war with an alien race called the Formics. The novel follows the training and development of a child prodigy who is selected to lead the final battle against the aliens through a simulated game.
Some of the works that are related to the novel are:
- Masters of Doom by David Kushner: This is a non-fiction book that tells the story of John Carmack and John Romero, two game developers who created some of the most influential and popular games in history, such as Doom, Quake, and Wolfenstein 3D.
- Console Wars by Blake J. Harris: This is a non-fiction book that chronicles the rivalry between Nintendo and Sega, two game companies that competed for dominance in the video game market in the 1990s.
- Blood, Sweat, and Pixels by Jason Schreier: This is a non-fiction book that reveals the behind-the-scenes stories of how some of the most successful and acclaimed games were made, such as Uncharted 4, Stardew Valley, Destiny, Halo Wars, Shovel Knight, Dragon Age: Inquisition, Witcher 3, Star Wars 1313, Pillars of Eternity, Diablo III.
Where To Read Book
The book Tomorrow and Tomorrow and Tomorrow by Gabrielle Zevin can be read in various formats and platforms.
Some of the formats are:
- Hardcover: This is a physical format that consists of printed pages bound together with a hard cover. This format offers durability, quality, and collectibility.
- Paperback: This is a physical format that consists of printed pages bound together with a soft cover. This format offers affordability, portability, and availability.
- E-book: This is a digital format that consists of electronic text that can be read on devices such as computers, tablets, smartphones, or e-readers. This format offers convenience, accessibility, and interactivity.
Some of the platforms are:
- Amazon: This is an online marketplace that sells various products, including books. It offers both physical and digital formats of the book, as well as other related products, such as audiobooks, games, or merchandise. It also offers customer reviews, ratings, and recommendations of the book.
- Goodreads: This is an online platform that is dedicated to books and reading. It offers information, reviews, ratings, and recommendations of the book, as well as other related books. It also offers social features, such as groups, discussions, quizzes, and challenges for readers.
- Library: This is a physical or online platform that provides access to books and other resources for free or for a fee. It offers both physical and digital formats of the book, as well as other related books. It also offers services, such as borrowing, returning, renewing, reserving, or requesting the book.
Conclusion
Tomorrow and Tomorrow and Tomorrow by Gabrielle Zevin is a novel that explores the power and potential of video games, as well as the challenges and consequences of creating them. It is a novel that follows the lives and careers of two childhood friends, once estranged, who reunite as adults to create video games, finding an intimacy in digital worlds that eludes them in their real lives. It is a novel that spans thirty years, from the late 1990s to the late 2020s, and covers four games that revolutionize the medium: Ichigo, Kingston, EmilyBlaster, and TomorrowX3.
This novel is not only a love story, but also a love letter to video games and their creators. It is a novel that celebrates the beauty and drama of human creation, as well as the challenges and pitfalls of fame and success. It is a novel that blurs the lines between reality and play, between life and death, between tomorrow and tomorrow and tomorrow.
If you are interested in reading this novel, you can find it in various formats and platforms. You can also check out other works that are similar or related to this novel. I hope you enjoy reading this novel as much as I enjoyed writing this article.
Thank you for reading this article. I hope you found it informative and helpful. If you have any questions or feedback about this article or the book Tomorrow and Tomorrow and Tomorrow by Gabrielle Zevin, please feel free to contact me. I would love to hear from you.