![]() ![]() There’s a lot about inspiration and accidental inspiration, with game journalists making connections the developers didn’t see. I particularly loved how Marx, the producer, was described as doing all the invisible work that let Sam and Sadie do their work better. Their game creativity is a special kind of work, there’s a lot of time between Cool Idea and Finished Game, and that’s when we see our characters grow and change, fall in and out of love, struggle to understand and be understood. This is the goal for all of us making indie games, but the novel is actually about long-term creative collaboration, not about the magic of a success. With Sam’s college roommate, Marx, as their producer, their first game, Ichigo, becomes a massive hit. In Tomorrow and Tomorrow and Tomorrow, childhood friends (and sometimes frenemies) Sadie Green and Sam Masur agree to spend a college summer making a game together. Then I came home and read this story about gamemaking creativity and relationships. We also did a panel where my husband/co-creator explained his workflow as a wind-up robot, that keeps going and going, and I had to say that I have 10,000 ideas in all directions, but not every idea is a great game. ![]() I accidentally read Tomorrow and Tomorrow and Tomorrow, by Gabrielle Zevin, over a game convention weekend, while I spent the rest of my time demoing my games, playtesting a new game, and talking about game design. ![]()
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