Tag Archives: gaming

The Little Board Game Café by Jennifer Page

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The Little Board Game Café by Jennifer Page

Page, Jennifer. The Little Board Game Café. Aria, 2023. 352 pp. ISBN 9781804548349 $16.98

***

This was delightfully and authentically geeky. Emily has always wanted to run a little cafe and jumps on the opportunity when it arises; but the cafe is a failing business due to it’s poor location, and even her delicious baked goods can’t compete with lack of foot traffic. When a local gaming group’s customary meeting place falls through, she finds success in hosting their get-togethers, and learns some fun games in the process. She can’t get a good read on the attractive convener; is he interested in her, or not?

This is a very charming and sweet story that will have you cheering for the underdogs. Sometimes characters venture into stereotypes upon meeting and then settle into more realistic, fully dimensional people. Sure to be fun for foodies, gamers, and fans of cozy reads set in English villages.

I received a free, advance reader’s review copy of #TheLittleBoardGameCafe from #NetGalley.

Tomorrow, and Tomorrow, and Tomorrow by Gabrielle Zevin

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Tomorrow, and Tomorrow, and Tomorrow by Gabrielle Zevin

Zevin, Gabrielle. Tomorrow, and Tomorrow, and Tomorrow. Knopf, 2022. ISBN 978-0593321201 416 pp. $28.00

*****

In 2007, when I wrote a book about gaming in libraries, Will Wright was exploring how games could make people feel emotions (like guilt), and the US was slow in recognizing video games as an art form while the UK had already established an award category for video games at BAFTA, while I was arguing they were valid ways of telling a story that involved the player in the creation of that story. Zevin pesents a world where creators set out to make works of art, even based on the style of a famous work of art, in this brilliant, intricately plotted novel about friendship and gaming.

Tomorrow, and Tomorrow, and Tomorrow follows the trajectory of two friends who love one another but never get together. Their partnership at Unfair Games, their video game company, is more important At twelve, Korean-American Sam is recovering from a car accident in the hospital while eleven-year old’s Sadie’s sister Alice is getting cancer treatment. They form a friendship playing Super Mario Bros. and the staff begs Sadie to come back and visit–Sam, coming to terms with his mother’s death and a crippling injury hadn’t spoken until she showed up. She makes him her bat mitzvah volunteer project and wins a community service award from Hadassah. When he finds out, they don’t talk for six years, until he spies her in a subway station–she’s attending MIT and he is at Harvard. Hollering “you have died of dysentery!” gets her attention, and they resume their friendship and eventually talking about designing a game together. His friend and roommate Marx bankrolls an apartment and they name Marx their producer; he takes care of many details for their company, their friendship, their lives. The narrative follows their intertwining paths through the games they design together.

With characters that attend Ivy league schools, the vocabulary is smart and lush: nihilistic, verisimilitude, deictic, obfuscation, jejune, azure, simulacrum, portmanteau, fecund, echt, tautology. The allusions reference The Phantom Tollbooth, Emily Dickinson, Shakespeare, the Illiad… and indirectly, Grand Theft Childhood. The timeline spans nearly twenty years and is set squarely in Generation X, with many familiar touchstones: Tamagotchis, Magic Eye, texting, same-sex marriage, MMORPGs, groundbreaking video game titles, September 11th.

The writing is spectacular and frequently, beautifully profound as the characters reflect on their abilities and disabilities; their identities and ethnicities; love and loss; mazes, puzzles, and maps; immortality and do-overs; art and sex and death and play. The narrative moves back and forth in time and yet never gets lost. So many details come back full circle, like when you die in a game and go back to the save point. Throughout the novel, the narrator breaks the fourth wall, such as when the reader is invited to consider an interview with game designer Sam Mazer in Kotaku. This also allows us to review events through a more modern lens of systemic racism, appropriation, and sexism. Another section goes meta like a game and changes the perspective to second person, playing on interactive text adventures. Another is in third person, narrating the lives of the avatars the characters create. Full disclosure: this book made me weep.

Sometimes the writing reminded me of Lev Grossman’s The Magicians, with its detail on coding and debugging akin to the drudgery of magic drills at Brakebills Academy and flawed dynamic characters who stick together no matter what. Sometimes it called to mind Francesca Lia Block’s Weetzie Bat, with it’s LA setting and evocative lists of things and strong sensory detail. And as a gamer about to turn 48, who cut her teeth on the Oregon Trail on a classroom’s Apple IIe and Donkey Kong on a cocktail arcade table at the local Papa Gino’s, I kept seeing this as a love letter to gaming that recognizes video games for the art they are.

I checked this out through OverDrive at my local public library and logged onto bookshop.org to order a copy and it’s currently out of print and backordered! I blame Harry and his 2 million copy first print run.

Fantasy Freaks and Gaming Geeks: An Epic Quest for Reality Among Role Players, Online Gamers, and Other Dwellers of Imaginary Realms by Ethan Gilsdorf

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Fantasy Freaks and Gaming Geeks: An Epic Quest for Reality Among Role Players, Online Gamers, and Other Dwellers of Imaginary Realms by Ethan Gilsdorf

Gilsdorf, Ethan. Fantasy Freaks and Gaming Geeks: An Epic Quest for Reality Among Role Players, Online Gamers, and Other Dwellers of Imaginary Realms. Lyons Press, 2009. ISBN 978-1599214801 336 pp. $

*****

When Ethan Gilsdorf was 17, he put down his 20-sided die in pursuit of girls, and by all appearances, gave nary a backwards glance to his roleplaying past as he moved forward to college and beyond. On the sly, however, he dabbled in geekdom like a tippler hiding his bottle in a brown paper: a few quarters in an arcade here… browsing the new editions of D&D Rulebooks there … checking out Magic: the Gathering

Then, in 2001 Fellowship of the RIng came out, and he fell off the wagon. He was fascinated with the Tolkien realm that Peter Jackson portrayed in his three award-winning epic films. Not only did it create some conflict with his significant other, it awakened an urge to reconnect with his geek past and investigate the appeal of immersive fantasy in his life and in the life of others. Was he truly an adult, or stagnated in adolescent? To find out, Gilsdorf made a list of why fantasy appeals, and then set off on a classic hero’s journey to discover the answer.

While on this quest, Gilsdorf doesn’t just interview and observe; he delved right in. His travels take him there and back again, from Oxford England to pay graveside respects and then drink toasts to the Professor with Tolkeinites, to Cambridge MA to play D&D, and south to Atlanta to participate in the Forest of Doors for a LARP weekend. He spends some quality time with Harry and the Potters, descends into MMO culture and emerges wanting the real thing, so he attends Dragon*Con, described as a “four day Halloween party embraced by every subculture” and finally journeys back across the pond on a New Zealand adventure to visit filming locations for the LoTR trilogy. Along the way, he wonders if the armed forces can’t be likened to some sort of RP, ponders the staying power of Geeks in Love, and has his paradigm of what it means to be a geek in constant shift.

Gilsdorf is a solid writer and good storyteller; no surprise there, for someone with his role-playing background. He juxtaposes his personal story with strong journalistic reporting, and infuses everything with a dose of integrity. A glossary of terms is appended, though many words are defined in context–the footnote on LARPing, while extensive, is particularly excellent. Photos, many taken by the author, and excerpts from primary sources, add to Gilsdorf’s narrative.

Says Gilsdorf, about halfway through the book, “the appeal of LARPing was not the battles, but the collective storytelling, the camaraderie.” Certain, this can be applied to all kinds of gaming as well – it’s about the story and the people, the gaming experience, not the game play.

This book serves as a guide to the colliding world of gaming and fantasy genre, and is an excellent primer for those who don’t “get” it and are ready to make the leap to the experiential side of things. It will also have appeal to gamers who want to read about other aspects of fantasy and gaming subculture, and who want to see themselves represented fairly and insightfully in print. This book is recommended for public and academic library collections.