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Gabrielle ZevinA modern alternative to SparkNotes and CliffsNotes, SuperSummary offers high-quality Study Guides with detailed chapter summaries and analysis of major themes, characters, and more.
In this chapter, the third-person narrator describes a game being played. The game is called Pioneers. Sadie’s alter ego, a pregnant Emily B. Marks, arrives in a vaguely 19th-century American town called Friendship. She decides to settle in the town’s remote neighborhood, Upper Foglands, with only a blue mare called Pixel for company and transport. She doesn’t take the option of marrying someone. Instead, she chooses to set up a bookstore selling cards and games called Friendship Books. Emily decides she needs new glasses and visits the town’s optometrist, Dr. Edna Daedalus. Sadie-as-Emily notes that Dr. Daedalus has black, curly hair like Sam but brushes the thought aside. Emily and Dr. Daedalus strike up a friendship. Emily visits Dr. Daedalus’s mansion in Verdant Valley, and the two play board games and parlor games.
After some time, Dr. Daedalus suggests Emily move in with her as a partner. The relationship doesn’t need to be romantic. Emily discusses the idea with Alabaster Brown, her nearest neighbor. Alabaster suggests Emily accept the proposal since she wants to become pregnant, and the game’s algorithm may not allow unmarried pregnancies. Emily and Dr. Daedalus get married and soon have a child named Ludo Quintus Marks Daedalus, but they maintain separate residences. Ludo Quintus grows up a happy child between two loving homes. Emily’s and Dr. Daedalus’s favorite pastime is playing an old, Chinese board game called Go. Though Emily is happy, she is also bored in her current life. She discusses this with Alabaster, who suggests she find a new pastime. Emily decides she wants to build games.
Meanwhile, Daedalus gets lost in a blizzard. Emily searches for her for four days and finds her near-dead in a snowdrift. To survive, Daedalus’s hand will have to be amputated. Emily supports Daedalus during her recovery and proposes that they make board games together. One Christmas morning, Daedalus and Ludo Quintus present Emily with a board game they made for her, called Ludo Quintus. Something about the game makes Emily ask Daedalus what Ludo Quintus means; it was Daedalus who named the baby and it never occurred to Emily to ask her the name’s origin. When Daedalus tells her the name means “Fifth Game,” Sadie realizes Daedalus is Sam.
Sadie pulls Sam apart in the game’s chat and demands to know how he found her. Sam tells her that he created Pioneers for her because he knew it was a game she would like. Sadie tells him he tricked her; not only is Sam Daedalus, but he is also Alabaster Brown. Sadie quits the game. When she logs into the game after a long gap, she meets Ludo Quintus, now an 11-year-old, and comes across an NPC, a cowboy in his sixties with a shock of thick, grey hair. The cowboy agrees to put on a horse show for Pixel. When she asks him if he knows the Iliad, he recites a passage from the epic. The NPC is Sam’s nod to Marx. One of Pioneers’s features is that characters can die and leave the game forever. Sadie-as-Emily leaves the game, leaving a will for Daedalus, Ludo Quintus, and Alabaster Brown. A headstone is set up for her in the Friendship cemetery.
Dov is getting divorced again. He has lunch with Sadie while passing through LA. Sadie tells him about Pioneers and Sam tricking her. Dov sees the episode differently. He thinks Sam made an entire world for Sadie, which is a grand, romantic gesture; Sam only wanted to bring Sadie out of her shell. He tells Sadie that she should reconcile with Sam and “get back to the deadly serious business of making and playing games together” (372). Sadie says she is still not speaking to Sam. Dov tells her he is going to Israel to see his son Telly (Telemachus) who is now 16. While he is on sabbatical, he would like Sadie to teach his class at MIT for a semester. It will be a new beginning for Sadie.
Sadie enjoys teaching Advanced Games more than she imagined she would. The classroom in 2012 is vastly different from when Sadie was a student; almost half the class is now women or female-presenting, unlike in Sadie’s time when women were an extreme minority. Though Sadie has learned a lot from Dov, she ensures her teaching methods are kinder and more collaborative. She makes it known to the students that she is on their side, and before she judges their work, she lets them judge hers. She emails them a link to Solution, her first game, and asks for feedback. The students like Solution but point out that it is nihilistic and repetitive. After class, a student called Destiny asks Sadie how she went from making the amateurish Solution to the brilliant Ichigo. Sadie cannot find an answer and tells Destiny she’ll think over her question. The answer is difficult to sum up for Sadie because she was motivated to excel by her desire to prove herself to Dov and Sam, as well as her desire to be a great artist. Though she still isn’t speaking to her friend, she is no longer angry with him. Marx has been dead for five years and Naomi just turned four.
Ant visits Sadie in New York and tells her that Sam is shutting down Pioneers, a “weird, retro thing” (380) of a game that never really took off. He is also stepping down as Mayor Mazer of Mapleworld. Sam’s grandfather, Dong Hyun, died recently. Sadie calls Sam that night to offer her condolences, but Sam doesn’t answer. She leaves him a message saying Dong Hyun was the “nicest, gentlest man in the world” (382). Sadie reflects on loss; over the years, her memories of the details about Marx seem to be diminishing. Eventually, she imagines Marx will be distilled into a single image in her head: A man standing under a gate, waiting for her.
Dong Hyun died of cancer. In his last weeks, Sam took a break from Unfair Games to care for his grandfather. Dong Hyun grew quieter in the last days of his life, so Sam is shocked when he says to Sam lucidly one day, “You have had tragedy, yes, but you have had many good friends as well” (382). He tells Sam that having two friends like Marx and Sadie is perhaps even better than what he and Sam’s grandmother have. Sam is skeptical since he too wants a big, romantic love. Dong Hyun reminds him that he was born in a different world. Sam tells Dong Hyun he loves him, something he has always had trouble saying to people. He’s surprised at himself for holding back for so long and reflects that since life is so fragile, one should express love to loved ones as often as one can.
Dong Hyun’s memorial is held at the Korean Cultural Center in K-town. Sam spots Sadie there, and they wave at each other. Later, he learns Dong Hyun has willed his Donkey Kong machine to Sadie. Sam calls Sadie to tell her about the unusual gift, and Sadie is overjoyed. Even though she could buy a vintage machine in New York for less than the price of shipping Dong Hyun’s machine, she has the cabinet transported.
Revejeux, a New York- and Paris-based company, wants to make a third Ichigo game. Sam and Sadie fly into New York to meet with the Revejeux team, who seem impossibly young to Sadie. After the meeting, Sam and Sadie discuss the proposal to license their IP to Revejeux. The conversation turns to games on which they are working and life in general. Sadie shows Sam a picture of Naomi, and Sam thinks she looks like Marx. Sadie tells him that her students—who have seen Naomi—think she looks like Ichigo. They decide to play Rejeveux’s sample of Ichigo III.
Sam asks Sadie why the two of them never became a couple in the romantic sense. Sadie tells him it was because she “loved working with you better than I liked the idea of making love to you” (393). Their collaboration was so rare and special that Sadie would never want to jeopardize it with romantic complications. Sam confesses he assumed Sadie never asked him out because he was poor, has a disability, and is of Asian descent. Sadie tells him these were projections of his own insecurities, and Sam agrees. Sadie tells Sam something she would never have admitted before: Her life became less awful after she played Pioneers. In other words, Pioneers affected her in the way Sam intended. Sam says “I love you” to Sadie for the first time and tells her that she should always make games, with or without him, because she’s “too good at it to quit” (395). The two part ways, promising to keep in touch. As Sadie leaves, Sam notices she left a game drive in his palm. It is entitled Ludo Sextus, or sixth game.
In the book’s final section, loose ends are tied up, and the narrative approaches something like a happy conclusion. The denouement marks the novel as a comedy, though of course it is informed by tragedies and losses. The fact that Sadie and Sam can keep making games together, as hinted in the last scene of the novel, shows that the only hope lies in persisting despite losses. It is a lesson Sam learned early in life after losing his mother and that Sadie now learns, too. It can be argued that loss was the biggest differentiator between Sam and Sadie; Marx’s death bridges that gap.
Chapter 9 immerses the reader in a video game world, the one Sam designs specifically for Sadie. Pioneers is a nod to the real-life game series, The Oregon Trail, which were educational computer games designed in the 1970s to teach schoolchildren about 19th-century settler life. In the single-player game, the player assumes the role of the wagon leader guiding a party of settlers from Independence, Missouri to Oregon’s Willamette Valley in 1848. On the way, they encounter obstacles, hunt wild buffalo, and have to make stops for supplies. Someone in the player party always dies of dysentery or cholera, and the phrase “You have died of dysentery” pops up on the screen. “You have died of dysentery” has been a running joke between Sam and Sadie since they were kids. Sam’s design for Pioneers is bound to attract Sadie, showing that Sam knows Sadie very well after all. The game is another immersive reality, which Sadie likes, yet it is littered with emotional cues that remind Sadie of her life with Sam and the things she best likes. Pioneers brings many plot devices together, as if connecting the dots, and functions like a map of Sadie’s and Sam’s friendship and their shared love of games. Sadie’s character, Emily, gets a horse, which is a poignant reminder of Marx, the tamer of horses. Sadie’s adopted name is Mrs. Emily B. Marks, again a reference to Marx, as well as her and Marx’s shared love of literature, with Emily being a nod to the poet Emily Dickinson.
Sam’s alter-ego is Dr. Daedalus, a reference to a Greek myth. Daedalus was a master builder, the architect who designed his son Icarus’s wings to fly. In the myth, the wings are made of wax and Icarus flies close enough to the sun that the wings melt, and he falls to his death. This foreshadows Sam and Sadie’s falling out when she discovers he has been secretly playing with her; Sam flew too close to the sun and temporarily lost his friend as a result. Dr. Daedalus makes glass sculptures as a hobby, a reference to the Glass Flowers gallery where Sam first asked Sadie to design a game together, as well as the crystal paperweight Sadie gave Sam as a good-luck charm. Further, Daedalus loses her hand in a snowstorm, like Sam lost his foot. When Daedalus plaintively wonders if Emily would still love her after her amputation, it is Sam expressing his deepest insecurity to Sadie.
Daedalus names their child Ludo Quintus or fifth game, a reference to the current game they are playing. Sadie and Sam have built four games together—Ichigo, Both Sides, Mapleworld, and Master of Revels—Pioneers would be their fifth. Though Sadie does not realize any of these clues, she acknowledges to Dov that “I did and I didn’t” (370). She is so engrossed in playing the game, she may be willfully ignoring the truth. Pioneers provides the kind of comfort and distraction she needs; more importantly, the text suggests, it reawakens Sadie to the potential and joys of game-making. The joy Sadie derives from her creative work is a shaping force in her personality. Though she never answers Destiny’s question about what made her transition from Solution to Ichigo, the text already answered the question for her. In Chapter 2, the narrative notes that “there is a time for any fledgling artist where one’s taste exceeds one’s abilities. The only way to get through this period is to make things anyway” (68). In short, what drove Sadie to greatness was simply practice.
Several years elapse between Marx’s death and Sadie and Sam’s reunion. As is the pattern in their friendship, they go many years without speaking to each other but reconnect with grand gestures. This time, Sadie shows up at the memorial for Dong Hyun. These grand gestures assert the theme that Sadie and Sam’s friendship is a romance, without being romantic. In the last section, they finally share the fears and insecurities they’ve kept from each other, indicating they have both matured. The narrative also reveals why Sadie and Sam never became a couple, even though Sam in particular has harbored a longing for Sadie. For Sadie, their friendship is rare and special. A sexual relationship, which is more common, would have interfered with the type of friendship she shares with Sam.
As Sam and Sadie talk, Sam has an epiphany that makes the real world make more sense to him. From the beginning, Sam found the world of video games easier to navigate than reality. In Chapter 1, he notes that human beings are programmed to say one thing and mean another, unlike “characters in novels, movies, games [… are] meant to be taken at face value—the totality of what they did or what they said” (4). But now, Sam understands that the two worlds of people and games are inextricably linked. The same instinct to play that makes people invent stories for games or books makes people flirt with each other, take chances, and pursue adventure in real life, like his mother getting deliberately lost in LA all those decades ago. The instinct to play keeps people childlike and gives them the hope needed to exist in a world filled with tragedy. Sam puts his epiphany into words:
But then, what makes a person drive down an unmarked road in the middle of the night? Maybe it was the willingness to play that hinted at a tender, eternally newborn part in all humans. Maybe it was the willingness to play that kept them from despair (387).
The book ends with Sam and Sadie preparing to design a game together: another opportunity to play. When they create games together, they fall into the “freights and grooves” of love. The novel’s last section takes its title from the poem “That love is all there is…” by Emily Dickinson: “It is enough, the freight should be proportioned to the groove." This famous line indicates that the weight being carried should be right for the road or track. Love is all about finding the right proportion between freight and groove, and when Sam and Sadie play a game together, they are each other’s freight and groove.
By Gabrielle Zevin