Introduction
Gabrielle Zevin's novel "Tomorrow and Tomorrow and Tomorrow" is a captivating story that spans three decades, following the lives of two friends, Sadie Green and Samson Masur, as they navigate the world of video game design, personal relationships, and the complexities of life. This sweeping tale explores themes of friendship, artistry, and the power of play, all set against the backdrop of the evolving gaming industry.
The book offers a unique perspective on video games, treating them with the seriousness and respect they deserve as an art form. It's one of the first novels to give gaming, gamers, and the gaming industry a thoughtful literary treatment, bringing nuance and joy to the consideration of the games we play, both on screen and in real life.
Sam and Sadie: A Platonic Love Story
The story begins in 1987 Los Angeles, where two eleven-year-old kids, Sam Masur and Sadie Green, meet in a hospital games room. Sadie is visiting her sister Alice, who has leukemia, while Sam is recovering from a devastating car crash that killed his mother and left him with a permanent foot injury. Their initial bond forms over Super Mario Bros., and soon they're spending the summer together, gaming and developing elaborate inside jokes.
However, their friendship hits a snag when Sam discovers that Sadie has been using their time together as a community service project for her bat mitzvah. Hurt and angry, Sam stops speaking to Sadie, and they fall out of touch.
Years later, in their twenties, they reconnect by chance at a train station. Sadie gives Sam a floppy disk containing a prototype of a video game she's been working on. Sam and his roommate Marx play the game all night, and Sam realizes that he and Sadie should be making games together.
Their first collaboration results in a game called Ichigo, where players help a child navigate back to shore after being swept out to sea. The game's success launches their careers and establishes their studio, Unfair Games. Throughout the years, Sam and Sadie experience both triumphs and setbacks in their personal and professional lives. They deal with creative differences, public scrutiny, and personal struggles, including Sadie's bouts of depression and Sam's ongoing pain from his childhood injury.
What makes their relationship unique is that it remains platonic throughout the novel. Zevin challenges readers to reconsider which relationships are truly central to our lives, suggesting that a creative partnership can be just as meaningful and fulfilling as a romantic one. As Sadie tells Sam near the end of the book, "true collaborators are rare."
The novel emphasizes that Sam and Sadie are at their best when working together. Even when they disagree or are frustrated with each other, they bring out the best in one another and temper each other's worst tendencies. This is highlighted when they work on separate halves of a game during a period of disagreement, resulting in a commercial and creative failure.
Games Offer the Promise of Infinite Tomorrows
The novel's title, "Tomorrow and Tomorrow and Tomorrow," comes from a speech in Shakespeare's Macbeth. In the context of the book, it hints at the infinite possibilities offered by the world of gaming, contrasted with the finite and consequential chances we get in real life.
Chance and luck play significant roles in the story. Sam and Sadie's initial meeting in the hospital and their reconnection years later are both products of chance. The novel explores how these random events can shape our lives and the differences between the endless second chances available in video games and the limited opportunities we have in reality.
In the games they play as children, Sam and Sadie can simply restart when they lose a life. They even deliberately "die" multiple times to unlock secret levels or new powers. However, real life doesn't offer the same luxury of endless do-overs. The novel delves into the chances Sam and Sadie take, the ones they miss, and the consequences of their choices.
Exploring Identity Through the Lens of Gaming
Zevin's novel tackles various issues related to identity, trauma, disability, and misogyny through the perspective of gaming. By doing so, it elevates video games from mere entertainment to a legitimate medium for exploring serious topics. The book also sheds light on how these issues manifest within the gaming industry itself.
Sam's permanent disability from the car accident influences his relationship with gaming. Initially, games offer an escape from his physical reality and a way to process his trauma. Later, as a game designer, he relishes creating sequences where characters perform incredible physical feats, providing him with a vicarious experience his own body can't deliver. In one of their games, "Both Sides," Sam insists on making the protagonist, Alice Ma, disabled, further exploring themes of representation and ability in gaming.
Sadie faces persistent misogyny as a female game designer in a male-dominated industry. Her relationship with her older male tutor, Dov, at Harvard exemplifies the power imbalances and double standards women often encounter. Even after establishing herself as a renowned game developer, Sadie continues to battle rumors and gossip about leveraging her relationship with Dov for professional gain.
Together, Sam and Sadie strive to create inclusive and diverse games. Their MMORPG (Massively Multiplayer Online Role-Playing Game) "Mapletown" often features progressive politics that contrast with real-world policies, such as recognizing same-sex marriages before they were legally recognized in the United States. Their first game, Ichigo, features a genderless protagonist with they/them pronouns, an early instance of non-binary representation in video games.
However, the novel also grapples with questions of cultural appropriation and authentic representation in gaming. Sadie wonders if Ichigo would be as well-received or even greenlit in the current cultural climate, given that neither she nor Sam is non-binary or Japanese. Sam, in an interview, ponders the implications of limiting creators to only drawing from their own cultures, especially for someone like him who is half-Korean, half-Jewish, but doesn't strongly identify with either culture.
While the book doesn't provide definitive answers to these complex questions, it emphasizes the power of games to create inclusive, diverse, and meaningful spaces for players from all backgrounds.
Video Games Get the Literary Treatment
One of the novel's strengths is its portrayal of game design as a serious art form. Through Sam and Sadie's journey, readers get a crash course in the history and principles of contemporary game design.
The book is filled with references to classic games, from Donkey Kong in Sam's grandparents' pizza parlor to Oregon Trail, Sadie's childhood favorite. However, Zevin's focus leans towards niche, alternative games that push the boundaries of what gaming can be.
For instance, Sadie's student projects at Harvard include "EmilyBlaster," a first-person shooter where players aim at poetry couplets to recreate Emily Dickinson's stanzas, and "Solution," a game that questions the ethics of gameplay by having players unwittingly assemble equipment for Nazi concentration camps.
While Unfair Games eventually embraces contemporary trends like MMORPGs, the studio remains committed to artistic, indie games at its core. This reflects Sam and Sadie's shared belief that gaming and play are intimate, meaningful, and challenging ways of connecting with others and the world.
Zevin beautifully captures this sentiment, writing, "To allow yourself to play with another person is no small risk...To play requires trust and love." This idea underpins Sam and Sadie's relationship, showing how their collaboration in game design keeps them connected on a deeper level, even when surface-level disagreements threaten their friendship.
The Evolution of Sam and Sadie's Relationship
The heart of "Tomorrow and Tomorrow and Tomorrow" lies in the complex, evolving relationship between Sam and Sadie. Their journey from childhood friends to estranged acquaintances to creative partners forms the backbone of the narrative, reflecting the ups and downs of long-term friendships and creative collaborations.
Their initial meeting in the hospital games room is a pivotal moment. Sadie's ability to draw Sam out of his shell after the trauma of losing his mother showcases the power of connection through play. However, the subsequent falling out over Sadie's community service project highlights the fragility of young friendships and the impact of misunderstandings.
When they reconnect as adults, their shared passion for game design reignites their friendship and launches their careers. The development of their first game, Ichigo, represents not just their creative synergy but also their ability to complement each other's strengths and weaknesses. Sadie's artistic vision and attention to detail balance Sam's pragmatic approach and willingness to make tough decisions.
As their careers progress, so does the complexity of their relationship. They experience creative differences, professional jealousies, and personal conflicts. Sadie struggles with the public-facing aspects of their success, while Sam resents bearing the brunt of these responsibilities. These tensions reflect the challenges of maintaining a friendship within a professional partnership.
Despite their disagreements, Sam and Sadie's connection remains strong. They support each other through personal crises, such as Sadie's depression and Sam's ongoing physical pain. Their ability to come together and create, even in the midst of personal turmoil, speaks to the depth of their bond.
The novel also explores how external relationships impact Sam and Sadie's dynamic. Sadie's romantic relationships and Sam's friendship with Marx add layers of complexity to their partnership. These outside connections sometimes create jealousy or tension but also provide perspective and growth for both characters.
Ultimately, the endurance of Sam and Sadie's relationship, despite its many challenges, is a testament to the power of shared passion and creative collaboration. Their story suggests that such partnerships can be as meaningful and lasting as romantic relationships, if not more so.
The Gaming Industry as a Character
While Sam and Sadie are the protagonists of the story, the gaming industry itself emerges as a character in its own right. Zevin paints a vivid picture of the industry's evolution from the 1980s through the present day, capturing its rapid technological advancements, changing cultural significance, and shifting business models.
The novel traces the industry's growth from the early days of arcade games and simple console titles to the complex, immersive experiences of modern gaming. It shows how the perception of gaming has changed over time, from a niche hobby to a mainstream form of entertainment and art.
Through Sam and Sadie's experiences, readers get an insider's view of the challenges faced by game developers. These include the pressure to innovate, the struggle to balance artistic vision with commercial viability, and the need to navigate an increasingly competitive market.
The book also doesn't shy away from addressing the industry's darker sides. It touches on issues like crunch culture, where developers work extremely long hours to meet deadlines, and the toxicity that can arise in gaming communities. The misogyny Sadie faces as a female developer reflects real-world issues of gender representation and treatment in the tech and gaming industries.
At the same time, Zevin highlights the industry's potential for positive impact. Games like Mapletown showcase how virtual worlds can be spaces for social progress and community building. The novel suggests that games have the power to bring people together, challenge societal norms, and provide outlets for creativity and self-expression.
Themes of Identity and Representation
"Tomorrow and Tomorrow and Tomorrow" delves deep into questions of identity and representation, both within the games Sam and Sadie create and in their personal lives. The novel explores how games can be a medium for exploring and expressing different aspects of identity, as well as the responsibilities and challenges that come with representation in media.
Sam's Korean-Jewish heritage and his disability are integral parts of his identity that influence his game design. His experience as a person with a disability informs his desire to create games where characters can perform physical feats he can't, as well as his insistence on including disabled characters in their games.
Sadie's experiences as a woman in a male-dominated field shape her approach to game design and her interactions within the industry. Her struggles with depression also influence her work, sometimes leading to more introspective and emotionally complex game narratives.
The games Sam and Sadie create often push boundaries in terms of representation. Ichigo's genderless protagonist and Mapletown's progressive policies reflect their desire to create inclusive gaming experiences. However, the novel also raises questions about the limits and potential pitfalls of representation.
Zevin uses these elements to explore broader questions about cultural appropriation, authenticity in storytelling, and the role of personal experience in art. The discussions Sam and Sadie have about these issues reflect ongoing debates in the real-world gaming industry and broader cultural landscape.
The Power of Play and Creativity
At its core, "Tomorrow and Tomorrow and Tomorrow" is a celebration of play and creativity. The novel posits that games are not just entertainment, but a fundamental way of interacting with the world and each other.
For Sam and Sadie, game design is more than a career – it's a calling. Their passion for creating virtual worlds and experiences drives them through personal and professional challenges. The act of game design is portrayed as a deeply creative and personal process, akin to any other form of artistic expression.
The novel also explores how games can be a means of processing real-life experiences and emotions. Sam's early maze drawings in the hospital and Sadie's more experimental game designs at Harvard both serve as outlets for their inner thoughts and feelings.
Moreover, Zevin emphasizes the collaborative nature of game development. The synergy between Sam and Sadie, as well as their interactions with other team members, highlights how creativity can be enhanced through partnership and teamwork.
The power of play extends beyond just the act of creating games. Throughout the novel, playing games serves as a way for characters to connect, to escape, to learn, and to grow. From Sam and Sadie's first meeting over Super Mario Bros. to their final collaboration at the end of the book, games are a constant thread that binds them together.
Conclusion: A Love Letter to Gaming and Friendship
"Tomorrow and Tomorrow and Tomorrow" is ultimately a love letter to both gaming and the power of enduring friendships. Through Sam and Sadie's journey, Gabrielle Zevin crafts a narrative that elevates video games to the status of high art while also exploring the complexities of long-term creative partnerships and platonic love.
The novel succeeds in giving video gaming the serious literary treatment it deserves, delving into the artistry, challenges, and cultural impact of game design. It portrays gaming not just as a form of entertainment, but as a medium for exploring identity, processing trauma, and connecting with others.
At the same time, the book is a poignant exploration of friendship. Sam and Sadie's relationship, with all its ups and downs, serves as a testament to the power of shared passion and creative collaboration. Their story challenges conventional narratives about what constitutes a significant life partnership, suggesting that a creative bond can be just as meaningful and enduring as a romantic one.
Through its rich character development, intricate plotting, and thoughtful exploration of themes, "Tomorrow and Tomorrow and Tomorrow" offers a unique and engaging reading experience. It invites readers to consider the role of play in their own lives, the nature of creative partnerships, and the infinite possibilities that tomorrow might bring.
Whether you're a gamer, a creator, or simply someone interested in stories of friendship and artistic pursuit, this novel offers something to ponder, enjoy, and revisit. Like the best video games, it creates a world that lingers in the mind long after the last page is turned, inviting reflection and perhaps even a desire to hit "restart" and experience it all over again.