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Núna langar mig að búa til tölvuleiki
Hardcover, 401 pages
English language
Published July 5, 2022 by Knopf.
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 …
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 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 is a dazzling and intricately imagined novel that 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. Yes, it is a love story, but it is not one you have read before.
Núna langar mig að búa til tölvuleiki
This book ticks all the boxes for me. It's not only about game development and unrequited / platonic love, it touches on so many things. Honestly couldn't put it down, for good reasons. I kept raving about it for days after finishing it, still think about it sometimes. Could have done without the communication issues creating unnecessary drama – they made the characters feel really frustrating at times, but those are the flaws they come with, I guess.
No me ha convencido del todo. Me ha parecido muy complicado entender a los dos protas; dicen ser súper amigos, pero su relación se basa en mentiras, envidias y peleas. Muchas de las relaciones/interacciones entre los personajes, sobre todo ellos dos, tienen muy poco sentido.
No sabía que iba sobre videojuegos antes de empezar a leer, y siendo yo jugador, uno pensaría que sería una parte que me interesaría, pero no ha sido el caso. Todas las partes en las que hablan de diseño de los juegos me han parecido fofas, pretenciosas y algo desconectadas del desarrollo real. La primera mitad del libro es bastante mejor que la segunda, que parece no saber muy bien a dónde va, además de dar la impresión de que la autora tiene que pasar por una serie de checks temáticos porque es lo que toca.
Lo he leído en español, y la traducción ni …
No me ha convencido del todo. Me ha parecido muy complicado entender a los dos protas; dicen ser súper amigos, pero su relación se basa en mentiras, envidias y peleas. Muchas de las relaciones/interacciones entre los personajes, sobre todo ellos dos, tienen muy poco sentido.
No sabía que iba sobre videojuegos antes de empezar a leer, y siendo yo jugador, uno pensaría que sería una parte que me interesaría, pero no ha sido el caso. Todas las partes en las que hablan de diseño de los juegos me han parecido fofas, pretenciosas y algo desconectadas del desarrollo real. La primera mitad del libro es bastante mejor que la segunda, que parece no saber muy bien a dónde va, además de dar la impresión de que la autora tiene que pasar por una serie de checks temáticos porque es lo que toca.
Lo he leído en español, y la traducción ni fu ni fa. Algunas decisiones de localización, como traducir nombres de los juegos/estudios que crean los personajes, pero no los juegos reales que referencian (esto tiene muy poco sentido "in-universe") o traducir código BASIC, sobre todo cuando en el siguiente párrafo lo explican.
Lo bueno del libro es que, aunque sea bastante gordo (creo que debería durar la mitad) es que se lee rápido, y malo malo, no es, pero tampoco creo que esté especialmente bien escrito.
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 …
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 interested in that aspect.
There is a beginning and a middle. The end it's up to you.
This is the first book I've ever read that I think I am actually too old to appreciate. I'm not a gamer and lack the familiarity with that world that might help me better grasp the literary Easter eggs. I'm sure I missed a few. It's a lovely tale, well-written, with characters I cared about.
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 …
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 to pay close attention to structure (the book does some interesting stuff with chapter titles and branching logics at one point that doesn't translate as well in an audiobook).
4.5 stars. I had a few doubts at points along the way, but in the end this lived up to the hype. It was just as good as everyone said (NYT, NPR, Kirkus). This great Bob Lefsetz post convinced me that I needed to read it. I was seriously hooked by the third chapter. Engaging, entertaining, thought-provoking and funny. I cared a lot about the characters.
A book about video games that is never really about video games. A book on people. relationships and how those change through life's stages. Felt like an old soul explaining it all, and had me feeling all those points in my life and remembering from the wonderful descriptions in the books, not of just the doing but the feelings in doing all the mundane and sometimes amazing in living life.