59 pages • 1 hour read
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.
Unfair Games needs a commercial success after the fate of Both Sides and gets it in the form of Counterpart High. Counterpart High (CPH) is the brainchild of Simon Freeman and Antonio (Ant) Ruiz, two young men who joined the company recently. Initially titled Love Doppelgangers, CPH takes place in a high school, where each character can summon alternate versions (lovers, doppelgangers) of themselves through wormholes. CPH is released in February 2001 and becomes the most-sold PC game in America within four months of its release.
Sadie is happy for Simon and Ant’s success—who are a couple—but sometimes feels left behind in her own company, especially since she hasn’t found an idea for a new game of her own. However, though she doesn’t acknowledge it, she has a huge part in CPH’s success. Sadie mentored Simon and Ant, and CPH was built using her engine. Sadie wishes for a relationship like Simon and Ant’s, but she thinks if she and Sam were a couple, gender bias would ensure people slotted her into the “helper” role of the professional collaboration. Meanwhile, she falls into a comfortable friendship over the phone with Dov. They often discuss their work, and Dov is generous with his praise for Sadie’s career. Sadie tells him that he was a “garbage boyfriend” but “a great teacher” (218).
Marx and Zoe are scheduled to travel to Tokyo, but Zoe has to cancel her plans when she accepts a scholarship to study opera in Italy. She breaks up with Marx, stating that though she loves him, Marx does not love her “enough” (223). Their relationship is the longest Marx has had, but he feels relieved by the breakup. He realizes he stayed in the relationship chiefly because he didn’t want to repeat his pattern of short-lived romances. When Sam cannot take Zoe’s place on the trip, Marx asks Sadie to accompany him, and she agrees. In Tokyo, Marx and Sadie play video games in their hotel when they are not in business meetings. They meet Marx’s father, Watanabe-San, and his mother, Mrs. Watanabe, an artist. Mr. and Mrs. Watanabe live in separate apartments but aren’t divorced. Mrs. Watanabe shows Sadie the bird-themed “Strawberry Thief,” the most famous print by British artist William Morris. Later, Marx has a dream in which the bird from “Strawberry Thief” suggests that Sadie turn the Mapletown bit of Both Sides into an independent, online role-playing game (RPG). Sadie likes the idea.
Sadie and Marx spend the night together, which Sadie intends to be a one-time encounter. After the flight back to LA, Marx and Sadie plan to take different cabs back to their respective apartments. However, Marx offers Sadie a ride, signaling the beginning of a relationship. They keep their new relationship a secret from Sam, knowing that he may get upset with the changed dynamic.
Meanwhile, the Unfair Games team develops Mapleworld, the reboot of Both Sides Marx suggested. Mapleworld is more elaborate and immersive than any game they have designed before. The team sends the first invites for the game to those users who bought Both Sides. Mapleworld launches in October 2001, one month after the 9/11 terrorist attacks. Their game, which is soft and immersive rather than about battle, offers users a break from the chaotic, sad, real world. The day Mapleworld launches online, Sam notices Sadie and Marx sharing a loving look. He immediately realizes they are in love and feels isolated. He imagines them getting married, having children, and phasing him out of their lives. He leaves the launch abruptly. Though he returns to the office for a bit that day, Sam doesn’t visit Unfair Games for a month afterward.
Sam’s fear of driving—connected to the accident in which he lost his mother—worsens. He goes into therapy, and the therapist recommends Sam drive more often to overcome his phobia. Sam drives around LA listening to rock music and thinking of his mother. One day, he almost runs over a dog. Believing it to be a coyote, he takes it to the vet, but the vet tells him it is just a regular dog. Sam adopts the dog and names her Ruby Tuesday. Since Ruby Tuesday does look like a coyote, people frequently point her out at the dog park. A woman picks a fight with Sam for bringing a supposed coyote to a park, and Sam fights back. He realizes that the woman who fought with him didn’t notice that he has a disability. He understands he is ready to go back to work.
Sam is still upset about Marx and Sadie because he feels he has lost Sadie forever. He confides in Dong Hyun, his grandfather, who tells him that what he and Sadie have is very rare and special, perhaps greater than any romantic relationship, and Sam should cherish that. Sam’s current crisis is a “pivot” (245), a make-or-break moment: If he adapts to the new change in his life, life will take a better turn. Dong Hyun’s advice comforts Sam.
Sam finally asks Marx and Sadie about their relationship on their way to Dov’s wedding in Tiburon. Dov divorced his wife in Israel and is marrying a student. Sadie and Marx confirm they have been seeing each other for a year and are in love. Though Sam appears relieved at their admission, Sadie senses he is agitated. On a stopover, she takes Sam aside and asks him if he is fine. Sam retaliates by criticizing Marx as “boring” (257). According to Sam, the fact that Marx’s favorite character in the Iliad is Hector, the horse tamer, is proof of his ordinariness. Sadie is stung by Sam’s bitterness since Marx has always been very good to his former roommate.
Though Sam and Sadie enjoyed a peaceful interlude while creating Mapleworld, the rifts in their friendship become wider than ever. The night Marx and Sadie admit their relationship to him, Sam shaves his hair into a buzzcut. Sadie feels this is a passive-aggressive attempt to get attention. She thinks Sam is a poser, and everything he does is an “aesthetic choice” (258) designed to get a reaction. He changes his name from Sam Masur to the singular Mazer, suggesting his love for mazes. He loves to play the showman while promoting Mapleworld. He gains muscle and gets tattoos. Meanwhile, Sadie wants to distance herself from all the games she has created so far, longing to make something new and unexpected.
The game Sadie wants to make next is called Master of Revels, set in the world of Elizabethan England with the object of solving the murder of playwright Christopher Marlowe. Sam hates the concept. To create the game, two out of the three founders of Unfair Games need to approve it. Sam asks Marx to resolve their tiebreaker, though he sarcastically quips Marx is not an objective party. When Marx says he likes the game, Sam calls him “pussy blind” (261). He thinks Marx is backing Sadie’s worst instinct, which is to be artistic to the point of being incomprehensible.
Marx later asks Sadie the reason behind the rift between her and Sam. When Sadie tells him about the Dead Sea inscription, Marx recalls that Sam may not have even read the cover of the CD; it was probably Marx who removed the disc from its case and inserted it in the player. Neither he nor Sam may have glanced at the cover. Sadie thinks Marx is making up this story to repair her friendship with Sam. Marx also tells Sadie that the reason Sam agreed to move to LA was to help her get away from Dov. Sam cares for Sadie, despite appearances. Sadie loves Marx for his ability to find goodness in everything. She and Marx buy a house together, one with a persimmon tree in the yard.
Mapleworld is a great success, in part because Sam creates it as a more just, egalitarian, and happy version of the real world. When Simon and Ant’s marriage is annulled after the California Supreme Court reverses San Francisco’s mandate accepting marriages between members of the same sex, Sam decides “there should be marriages in Mapleworld” (271). In Mapleworld, anyone regardless of gender or sexuality can get married. Simon and Ant get married for the second time in Mapleworld. Mayor Mazer, Sam’s avatar in the game, officiates their wedding. As Mayor Mazer officiates more and more weddings between members of the same sex, Mapleworld receives backlash, with many people canceling their accounts. Sam receives threats and hires security. However, he doesn’t back off, using Mapleworld to make more political statements like protesting the war in Iraq and offshore oil drills. Sam becomes a famous, polarizing figure, appearing as Mazer on TV talk shows.
The ice between Sadie and Sam thaws when Sam plays Master of Revels for the first time. Sam tells Sadie he is blown away by the game, and his reaction pleases her greatly. Brilliant as Master of Revels is, it is not an easy game to market with its literary references and Elizabethan setting. Sam decides to help Sadie promote the game, though Sadie is worried people will think Master of Revels is Sam’s brainchild; at this point, Sam is far more famous than Sadie. Marx convinces Sadie to accompany Sam on the promotional tour. As Sam promised, he does not take credit for her work, though “journalists were still more interested in talking to him than her” (276). Sadie tries to take the gender bias in stride. Sadie and Sam are still on the road when Sadie comes down with what she thinks is a stomach flu. Sam suggests she may be pregnant, and his hunch proves correct.
Sadie and Sam continue to promote Master of Revels for the next couple of months. They are in New York for an interview, and for the accompanying photo shoot, Sadie and Sam dress up in Elizabethan clothes. After the tiring shoot, Sam sees a text from his publicist about a shooting at a tech company in Venice. He goes through his phone and discovers several missed calls from Marx.
This section, which marks the climactic middle of the novel, makes the characters navigate major changes in their personal and professional lives. The biggest change or “pivot” here is Sadie and Marx becoming a couple and the effect this has on Sam. Sadie and Marx’s love redefines the dynamic between the three friends. It also forces a crisis of identity for Sam. Tellingly, the arc of Sam’s and Sadie’s relationship is reflected in the games they build in this section. Marx’s centrality to the narrative—and Sam and Sadie’s lives—also comes to the forefront. The section ends on the verge of an enormous tragedy, again highlighting the role of chance in real life. The tragedy also shows why people like Sadie and Sam like video games: Games offer an ordered, systematic world that is fair.
Sam always resisted the idea of Marx dating Sadie because he wants each of his friends for himself. On learning about their relationship, he rapidly envisions scenarios where he is eased out of their friend group:
Sadie and Marx would buy a house together, somewhere in laurel canyon or maybe Palisades. And they’d get a dog—a big, rangy mixed-breed thing […] and at some point there would be children, and Sam would become sad bachelor uncle Sam (239).
Sam’s anguish is relatable and revealing, framed as it is in terms of material, aspirational, real-world successes such as marriage, owning a house in a nice neighborhood, getting a dog, and having children. Sam, who feels removed from so-called regular, upper-middle-class life, both loathes and envies Sadie’s and Marx’s imagined regular, upper-middle-class future. Underlining his sadness is his fear of losing Sadie. “There would never be another Sadie, and now this one was lost to him” (240).
Sam’s response to the knowledge of Sadie and Marx’s relationship is getting a dog for himself, grabbing a piece of that domestic future for himself. Though Sam tries to play it cool before Sadie and Marx, their declaration of love throws him into a spiral. Sadie and Marx’s burgeoning relationship coincides with Sam’s reinvention. He goes from Samson Masur to Mazer, the creator of mazes. He gains a public persona and tries to use his games to right the wrongs of the real world. Sadie thinks Sam’s changes are a cry for attention; however, they are equally an assertion of a self separate from her. When Sam grows muscular, gets tattoos, and finally, shaves his head, Sadie feels “she would miss the circles of his hair” (259); what Sam and Sadie cannot reconcile is the fact that they are both over 30 and growing up. Both want to hold onto their childhood images of each other, and they resent each other for changing.
Sam’s reaction to his perceived rejection by Sadie and Marx brings out the worst in him and shows the reader why Sadie sometimes thinks of him as insensitive and bitter. Sam criticizes Marx to Sadie, calling him “boring” (257). Stung, Sadie retorts: “Marx loves you. Can’t you ever just be nice” (257)? Marx has always been the hidden force in their trio, the one who balances and connects Sam and Sadie. It is Marx who frequently mediates between the temperamental friends and gets them to work together. He also acts as a voice of conscience for Sam, who often negotiates situations by thinking: What would Marx do? Marx’s inherent generosity has been stressed from the very beginning of the novel, like when he orders extra food so Sam has enough leftovers to eat for days, and how he bankrolls the launch of Ichigo. Sam and Sadie both are attracted to Marx’s inherent goodness. When they move into their new house, Marx and Sadie discover a persimmon tree. Marx’s joy over the tree makes Sadie think: “Marx was fortunate because he saw everything as a fortuneous bounty […] My god […] he is so easy to love” (266).
The two games that take center stage in this section are Mapleworld and Master of Revels, Sam’s and Sadie’s separate, creative projects that mark their branching into mature, discrete identities. As always, the games’ development mirrors the growth in Sadie’s and Sam’s characters as well as the developments in their friendship. In Mapleworld, Sam finally creates a simulation in which he can be himself and which is a better, more peaceful version of the real world. Significantly, his persona as Mayor Mazer in Mapleworld and his real-life persona of Mazer are inextricably linked. The narrative refers to his Mayor Mazer avatar in Mapleworld as “samatar,” showing the fusion between the two selves. Both Mayor Mazer and Mazer have mustaches. “No one remembered whether Mayor Mazer or Sam had grown the mustache first” (251). Mapleworld thus fulfills Sam’s desire for showmanship as well as his need to reinvent himself: As someone with a tragic past, insecurities, and body-image issues, the simulation of Mapleworld is infinitely more just than reality. That’s also why Sam begins to use the game to make political statements and right the wrongs of the real world.
Master of Revels shows the difference in Sam’s and Sadie’s approaches to game design. While Sam’s games want to reorder reality and draw their emotional power from his struggles, Sadie’s games are more high-concept and adventurous. Each of Sadie’s ideas has been about building different universes, whether it is the coast in Ichigo, the dual world of Both Sides, or Elizabethan England in Master of Revels. Sadie quickly tires of exploring the same universe, which is why she did not feel intellectually challenged by the thought of making Ichigo III.
By Gabrielle Zevin