Tomorrow, and Tomorrow, and Tomorrow

Hardcover, 401 pages

English language

Published July 5, 2022 by Knopf.

ISBN:
978-0-593-32120-1
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5 stars (3 reviews)

In this exhilarating novel, two friends--often in love, but never lovers--come together as creative partners in the world of video game design, where success brings them fame, joy, tragedy, duplicity, and, ultimately, a kind of immortality.

On a bitter-cold day, in the December of his junior year at Harvard, Sam Masur exits a subway car and sees, amid the hordes of people waiting on the platform, Sadie Green. He calls her name. For a moment, she pretends she hasn't heard him, but then, she turns, and a game begins: a legendary collaboration that will launch them to stardom. These friends, intimates since childhood, borrow money, beg favors, and, before even graduating college, they have created their first blockbuster, Ichigo. Overnight, the world is theirs. Not even twenty-five years old, Sam and Sadie are brilliant, successful, and rich, but these qualities won't protect them from their own creative ambitions or the …

1 edition

Moving story about love, friendship and death with gamedev as its core

4 stars

Tomorrow, and Tomorrow, and Tomorrow is a really well written novel. Telling a story of 2 childhood friends, Sam and Sadie, reuniting to develop games together, which eventually launches them into a world of fame, business and opportunities but also hatred, dilemmas and rivalry. The character development of these two, their family and their friends is really superb, it's definitely one of the strongest aspects. There are a lot of references to games of the era and gaming culture in general. The only thing that didn't quite meet my expectations is how the actual process of developing games is a bit unrealistic and often just glossed over. While the first game that the duo makes is explained in detail, the next games just mostly happen in the background while the drama takes the stage, which for me feels like a missed opportunity, even though a typical reader might not be …

If-then

No rating

At it's best moments, this book does a really great job of being both about games and evoking the if-then logic of games and game decision points. It also has interesting stuff about game engines (how they shape and constrain creation) and collaboration (the Jobs+Woz dynamic of a salesperson and a designer). It also feels like it was written for late Gen-X or early Millenials - references to Donkey Kong, Oregon Trail, Everquest, etc.

I think I would've liked it more if it were shorter...I liked the first half much better than the second, and some of that is because the latter half ends up pulling in mass shootings and 9-11 in a way that didn't feel like it connected with the core of the novel.

I should add that I listened to this, and I do think reading it would provide even more of that if-then logic. It's hard …