“What is a game? It's tomorrow, and tomorrow, and tomorrow. It's the possibility of infinite rebirth, infinite redemption.”
— Sam reflects on the nature of games and life.

Gabrielle Zevin (2022)
Genre
Romance
Reading Time
9-12 hours (estimated)
Key Themes
See below
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Two college friends build a video game empire, their unacknowledged love story unfolding over decades of fame, tragedy, and artistic pursuit.
In December of his junior year at Harvard, Sam Masur, recovering from a serious car accident that left him with a permanently damaged foot, sees Sadie Green on a subway platform. They had been childhood friends, bonding over video games during Sam's hospital stays after his mother's death, but had grown apart. Sadie, now an MIT student, tries to avoid him, but Sam's persistence leads to a renewed connection. During a conversation, Sadie shows Sam a game she's been working on for a class. Sam, recognizing her talent and his own passion for game design, proposes they collaborate. He convinces her to drop out of her summer internship to work with him, starting their creative partnership.
Sam and Sadie begin working intensely on their first game, 'Ichigo,' named after the Japanese word for strawberry, symbolizing the game's theme of a solitary, strong female character. They get funding and space from Sam's wealthy roommate, Marx Watanabe, who becomes their producer and a mediator in their often-difficult creative process. 'Ichigo' is a new game, featuring a young girl who must rebuild a shattered world. Its blend of melancholic beauty and challenging gameplay quickly receives critical acclaim and commercial success, making Sam, Sadie, and Marx overnight sensations in the growing video game industry. Their company, Unfair Games, begins with this triumph.
After 'Ichigo's' success, the pressure to create a worthy follow-up grows. Sam and Sadie begin developing 'Pioneers,' a game about settling a new world. However, their creative collaboration becomes strained by unspoken resentments, artistic disagreements, and personal insecurities. Sadie feels her contributions are often overshadowed by Sam's public persona, and she deals with sexism in the gaming industry. Sam, meanwhile, struggles with his physical pain and the weight of expectation. Marx often mediates their conflicts, trying to keep their partnership intact. 'Pioneers' development is tense, showing the growing cracks in their friendship and professional relationship.
Sadie's relationship with her professor, Dov Mizrahi, a manipulative figure, complicates her life. Dov takes credit for some of her early work and undermines her confidence. This, combined with the stress of 'Pioneers' and feeling undervalued by Sam, pushes Sadie to a breaking point. A hurtful argument with Sam, where he dismisses her feelings and belittles her contributions, makes her leave Unfair Games. She moves away to pursue her own path, feeling betrayed and exhausted by their partnership. This marks a split in their creative and personal lives, leaving Sam and Marx to navigate Unfair Games without her.
Years pass, and Sam and Sadie live separate lives, occasionally communicating but never fully reconciling. Sadie continues to make games, though none achieve the same level of success as 'Ichigo.' Sam, with Marx's support, keeps Unfair Games going, developing new projects. Marx, the steady and compassionate anchor of their trio, pursues a relationship with a woman named Ant. However, tragedy strikes when Marx is shot and killed during a random act of violence. His death affects both Sam and Sadie, forcing them to confront their shared history and the void he leaves behind. This event is a catalyst for their eventual reconciliation.
Marx's funeral brings Sam and Sadie back into sustained contact. Their shared grief for their friend begins to heal some old wounds. They reminisce about their early days, their triumphs, and their mistakes. In the aftermath, they find solace in each other's presence and a new understanding of their unique bond. This period of shared mourning rekindles their creative spark. Inspired by Marx's memory and their own experiences, they decide to collaborate on a new game, 'Our Infinite Days,' a poignant and ambitious project intended as a tribute to Marx and a reflection on life, loss, and connection. This new game means a fresh start for their partnership.
Working on 'Our Infinite Days' becomes a therapeutic process for Sam and Sadie. The game, a complex and emotionally resonant narrative about a character navigating a world shaped by memory and choice, allows them to explore grief, forgiveness, and the enduring nature of relationships. Through their collaborative efforts, they slowly dismantle the walls they had built. They learn to communicate more openly, acknowledge past hurts, and appreciate each other's strengths. The creation of 'Our Infinite Days' is not just a professional endeavor but a personal journey of reconciliation, bringing them closer than they have been in years, creatively and emotionally.
While their professional partnership flourishes once more, their personal lives remain intertwined but not romantically resolved. Sadie enters a relationship with another man and eventually has a child, while Sam continues to deal with his chronic pain and search for connection. They share deep affection and an undeniable bond, but their relationship remains platonic, characterized by an intense, almost familial love that goes beyond conventional romance. They are 'never lovers' in the traditional sense, yet their connection is arguably deeper and more enduring than many romantic pairings, exploring the boundaries of friendship, creative partnership, and deep intimacy without physical consummation.
Unfair Games, under Sam and Sadie's renewed leadership, continues to produce innovative and successful titles. Their games, particularly 'Ichigo' and 'Our Infinite Days,' become iconic, influencing a generation of game designers and players. They are celebrated in the industry, their work recognized for its artistic merit, emotional depth, and technical innovation. Their enduring partnership, despite its turbulent past, shows their individual brilliance and undeniable synergy. Their games provide a sense of immortality, allowing players to experience worlds and stories that reflect the complex human experience, mirroring their own lives.
The novel concludes with Sam and Sadie, older and wiser, continuing their creative partnership. Their relationship shows the power of shared purpose, enduring friendship, and the redemptive nature of play. They have navigated fame, tragedy, betrayal, and personal growth, always finding their way back to each other through games. Their story shows that love takes many forms, and that the deepest connections can be built on mutual respect, shared passion, and creating something meaningful together. Their legacy is not just the games they made, but the enduring bond they forged through them.
The Protagonist
From a driven, somewhat insecure young man, Sam matures into a more empathetic and self-aware individual, learning to navigate his physical challenges and appreciate the non-romantic forms of love in his life.
The Protagonist
Sadie evolves from a brilliant but insecure artist to a confident and self-assured creator who learns to value her own contributions and find fulfillment outside of a romantic relationship with Sam.
The Supporting
Marx remains a consistently kind and supportive figure throughout his life, his arc tragically cut short, but his influence profoundly shapes Sam and Sadie's reconciliation and future.
The Antagonist/Supporting
Dov's character remains largely static, serving as a catalyst for Sadie's internal and external conflicts, ultimately reinforcing her need for independence and self-worth.
The Supporting
Ant's arc is brief but significant, representing Marx's personal fulfillment and the devastating impact of his loss on those who loved him.
The Mentioned
Anna's arc is largely in the background, showing her transition into adulthood and motherhood, providing a contrast to Sam's life.
The Supporting
Naomi's arc is primarily in the background, showing her growth and her appreciation for her sister's work, representing the audience for Sam and Sadie's creations.
The novel explores how characters form their identities through creative work and relationships. Sam deals with physical limitations and finds purpose in game design, while Sadie struggles to define herself independently of Sam and industry expectations, eventually asserting her artistic voice. Their games, such as 'Ichigo' and 'Our Infinite Days,' extend their evolving selves, reflecting their inner worlds and growth. This theme is clear in Sadie's journey to reclaim her contributions after Dov's manipulation and Sam's acceptance of his physical reality.
“To be a game designer is to be a god, and to be a god is to know oneself.”
Zevin redefines love beyond conventional romance, focusing on the deep, enduring bond between Sam and Sadie. Their relationship has intense creative synergy, deep friendship, and unwavering loyalty, yet remains largely platonic. Marx's role as the emotional anchor highlights different forms of love – friendship, familial, and romantic – and their significance. The novel argues that connection can be found in shared passion, mutual respect, and co-creation, proving that love doesn't always fit into traditional boxes. Marx's death makes Sam and Sadie realize the depth of their non-romantic love for him and each other.
“What is a game? It’s a series of interesting choices. What is love? It’s a series of interesting choices.”
At its heart, the book is about the creative process, especially in collaborative efforts. Sam and Sadie's partnership is a dynamic force, fueled by their individual brilliance, clashes, compromises, and shared vision. The development of 'Ichigo,' 'Pioneers,' and 'Our Infinite Days' illustrates the highs and lows of bringing artistic ideas to life. The novel emphasizes that true innovation often comes from the friction and synergy between different perspectives, showing how collaboration can make individual talent into something greater than its parts.
“To make a game is to build a world, and to build a world is to make a promise.”
The book frequently deals with themes of death and its aftermath. Sam's childhood trauma and chronic pain are constant reminders of mortality, while Marx's sudden death is a central turning point, forcing Sam and Sadie to deal with profound grief. Creating games, especially 'Our Infinite Days,' becomes a way to process loss, honor memory, and achieve a form of immortality through art. The characters' desire to leave a lasting impact through their creations speaks to a human need to transcend their finite existence and leave a meaningful legacy.
“We are all just walking each other home.”
Play, specifically video games, is presented not just as entertainment but as a means of healing, connection, and self-expression. For Sam, games offer an escape from physical pain and a way to connect with others. For Sadie, they are a medium for artistic vision and storytelling. Creating and playing games allows the characters to confront difficult emotions, explore alternative realities, and find solace. The novel argues that games, in their capacity to create worlds and foster interaction, offer a unique way to understand ourselves and others, providing a form of therapy and meaning.
“In games, you can always try again. In life, you often don't get a second chance.”
Video games serve as a central metaphor for life, relationships, and the creative process.
The video games Sam and Sadie create, such as 'Ichigo' and 'Our Infinite Days,' are not just plot points but also profound metaphors. Their mechanics, narratives, and development challenges mirror the characters' personal struggles, relationships, and philosophical questions about life, death, and connection. The concept of 'respawning' in games, for instance, reflects the characters' resilience and ability to restart or reinvent themselves after setbacks. The games allow the characters, and the reader, to explore complex themes within a structured, interactive framework, blurring the lines between art and life.
The story occasionally shifts in time and perspective to reveal character depth and past events.
While largely chronological, the novel employs subtle non-linear elements, occasionally flashing back to key moments in Sam and Sadie's shared past, particularly their childhood hospital visits, or jumping forward to provide context or foreshadowing. There are also chapters that shift perspective, such as the one told from the perspective of a character within 'Pioneers,' which offers a unique meta-narrative layer. This technique enriches the narrative by revealing the long-term impact of past events and providing deeper insight into the characters' motivations and the evolution of their complex relationship.
Sam's physical disability and chronic pain are a constant, driving force in his life and creativity.
Sam's chronic pain from his childhood accident is more than just a physical ailment; it's a significant character motivator and a pervasive plot device. It shapes his personality, his ambition, and his need for escape and control, which he finds in game design. His physical limitations often make him feel vulnerable and isolated, fueling his desire for connection and recognition. The pain is a constant backdrop to his creative genius, illustrating how adversity can both hinder and inspire, making his triumphs all the more poignant and his struggles deeply relatable.
The novel intentionally subverts the expectation of a romantic resolution between its protagonists.
The book's subtitle, 'A love story, but not one you have read before,' directly addresses and subverts the traditional romance trope of two protagonists destined to be together romantically. Despite the intense intimacy, shared passion, and profound connection between Sam and Sadie, their relationship remains platonic. This device challenges conventional definitions of 'love story,' emphasizing that deep, enduring love can exist without sexual or romantic entanglement. It forces the reader to consider the multifaceted nature of human connection and the validity of non-romantic bonds as equally significant and powerful.
“What is a game? It's tomorrow, and tomorrow, and tomorrow. It's the possibility of infinite rebirth, infinite redemption.”
— Sam reflects on the nature of games and life.
“We are all just living in the aftermath of someone else's love story.”
— Sadie contemplates relationships and influence.
“The only way to win is to not play.”
— A line from a game Sam and Sadie create, referencing 'WarGames'.
“You don't have to be a genius to make a great game. You just have to care.”
— Sadie advises a younger game developer.
“Love is not a game, but it is the only game worth playing.”
— Marx reflects on his feelings for Sadie.
“The best friendships are the ones that survive the things you can't forgive.”
— Narrator on Sam and Sadie's enduring bond.
“In games, you can always start over. In life, you just have to keep going.”
— Sam compares gaming to real-life challenges.
“We built worlds to escape the one we were given.”
— Sadie explains why she creates games.
“Sometimes the person you need most is the one you're trying to forget.”
— Sadie struggles with her feelings for Sam.
“A game is a conversation between the player and the designer.”
— Sam discusses game design philosophy.
“The heart is the hardest level to beat.”
— A metaphorical line from one of their games.
“We are all just characters in someone else's story, trying to write our own.”
— Marx muses on fate and agency.
“The only thing worse than losing is not playing at all.”
— Sam encourages taking risks in life and games.
“Love is the ultimate cheat code, but it doesn't always work.”
— Sadie reflects on romantic disappointments.
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