Tomorrow, and Tomorrow, and Tomorrow
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 betrayals of their hearts.
Spanning thirty years, from Cambridge, Massachusetts, to Venice Beach, California, and lands in between and far beyond, Gabrielle Zevin’s Tomorrow, and Tomorrow, and Tomorrow examines the multifarious nature of identity, disability, failure, the redemptive possibilities in play, and above all, our need to connect: to be loved and to love.
This discussion guide was shared and sponsored in partnership with Penguin Random House.
Book club questions for Tomorrow, and Tomorrow, and Tomorrow by Gabrielle Zevin
Use these discussion questions to guide your next book club meeting.
Describe the types of “love” shared among Sadie, Sam, and Marx. What catalyzes
the shifts in their relationships over the years? Consider Sadie’s explanation to Sam
about why they never got together: “Lovers are . . . common. Because I loved
working with you better than I liked the idea of making love to you. Because true
collaborators in this life are rare” (page 393).
How does Dov set the standards for Sadie’s work as a game designer, as a woman,
and as a wife/partner to both Sam and Marx? What compels her to keep him in her
life even after they break up?
Sadie considers how their experience as designers would have been different if they
were born a decade (more or less) before or after when they were born.
Technological advances aside, what else would have been different about their story
if it was shifted slightly in time? Consider Sadie and Dov’s relationship, the options
for Sam’s foot, the proliferation of mass shootings, and other cultural and social
events.
How does Sam’s foot—while it’s injured and after it’s been amputated—shape his
sense of self? Consider his reflections on gender, sexuality, and pain, including how
he constructs his avatar as Mayor Mazer. How do the sensitivities of his relationship
with this part of his body improve and damage his relationships with the people he
loves?
Sam suffers numerous losses in the book—his mother, Anna; his friend and partner,
Marx; his foot; his relationship with Sadie; his grandfather. How does gaming help
him cope with his thoughts about his mother: “There are, he determines, infinite
ways his mother doesn’t die that night and only one way she does” (page 172)?
Whom do you think deserves more creative credit for Ichigo and Mapleworld, their
two most successful ventures—Sam or Sadie? How does the media’s interpretation
of Sam as Ichigo and Mayor Mazer affect their working dynamic?
Do you think Sadie and Sam regret the choices they made for Mapleworld, given
how the game’s political voice led to Marx’s death? Do you think Marx had any
regrets?
From the title of the novel, to Sadie’s invocation of Emily Dickinson, to Marx’s
epithet, “Tamer of Horses,” to Master of the Revels, there are many allusions to
classical literature woven throughout the novel. What does this suggest about the
nature of storytelling—how many ways can the same stories, emotions, and
experiences be reinvented? Does the team believe they can create and are creating
something new in their work, or are they finding new ways of expressing universal
themes? What do video games offer a person in the form of entertainment,
community, and growth that a play, a poem, or other art forms do not?
What does taking over Dov’s class at MIT help Sadie understand about her life path,
including the motives and conditions that helped her make Ichigo, as prompted by
her conversation with Destiny?
Both Sadie and Sam use games to explicitly memorialize their loved ones and
process their losses. If you could design a game to change or preserve some part of
your reality, what would it be like?
Do you consider video games to be art? How did this novel impact your perspective on this?
In a moment of anger, Sam chides Marx for being an NPC (non-player character), but Marx embraces this moniker. Do you agree with Marx about the importance of background characters? In what ways is Marx important to the story?
Tomorrow, and Tomorrow, and Tomorrow Book Club Questions PDF
Click here for a printable PDF of the Tomorrow, and Tomorrow, and Tomorrow discussion questions
WINNER OF THE GOODREADS CHOICE AWARD • NEW YORK TIMES BEST
SELLER • WINGATE PRIZE NOMINEE • LOS ANGELES TIMES BOOK CLUB PICK
“Delightful and absorbing. . . expansive and entertaining” —The New York Times
“Utterly brilliant” —John Green
“A tour de force... A moving demonstration of the blended power of fiction and gaming”
—The Washington Post
“A big, beautifully written novel about an underexplored topic, that succeeds in being both
serious art and immersive entertainment.”
—NPR’s Fresh Air
“A remarkably absorbing portrait of friendship, identity, and the urge to create something
beautiful.”
—Entertainment Weekly
Play EmilyBlaster: https://gabriellezevin.com/emilyblastergame/
Gabrielle Zevin on The Tonight Show Starring Jimmy
Fallon: https://www.youtube.com/watch?v=cAL-o6oE0E8