Gabrielle Zevin's novel Tomorrow, and Tomorrow, and Tomorrow has quickly become regarded as a modern classic in the years since its debut. It's not at all surprising to see that book join the ranks of The Folio Society's lavish illustrated editions.With The Folio Society's edition of Tomorrow, and Tomorrow, and Tomorrow now available for preorder, IGN can exclusively debut a new preview of artist Manshen Lo's illustrations. Check them out in the slideshow gallery below:Written by Zevin and originally published in 2022, Tomorrow, and Tomorrow, and Tomorrow is a book that should hold special interest for IGN readers, as it's about a pair of childhood friends and aspiring game designers. Here's the official description of the book:On a bitter-cold day, in the December of his junior year at Harvard, Sam Masur exits a subway car and sees, amid the hordes of people waiting on the platform, Sadie Green. He calls her name. For a moment, she pretends she hasn’t heard him, but then, she turns, and a game begins: a legendary collaboration that will launch them to stardom. These friends, intimates since childhood, borrow money, beg favors, and, before even graduating college, they have created their first blockbuster, Ichigo. Overnight, the world is theirs. Not even twenty-five years old, Sam and Sadie are brilliant, successful, and rich, but these qualities won’t protect them from their own creative ambitions or the betrayals of their hearts. Spanning thirty years, from Cambridge, Massachusetts, to Venice Beach, California, and lands in between and far beyond, Gabrielle Zevin’s contemporary classic examines the multifarious nature of identity, disability, failure, the redemptive possibilities in play, and above all, our need to connect: to be loved and to love. Clever, nostalgic and quietly profound, TOMORROW, AND TOMORROW, AND TOMORROW explores what it means to play—and keep playing—through everything life throws at you.We can also debut an exclusive excerpt from Zevin's new introduction, which offers insight into Zevin's gaming background and how that inspired the novel. Check it out below:From the ages of nine to fourteen, my favorite games were made by Sierra On-Line, a California-based video game company. Sierra produced character-centered, graphic adventure games, like King’s Quest, Police Quest, Space Quest, and Leisure Suit Larry. But the one I wanted to play in the winter of 2017 was 1988s Gold Rush!, designed by Ken and Doug MacNeill. In Gold Rush!, you inhabit a man, traveling across America, to find his brother and his fortune in the 1840s gold rush, and I’d never played the whole thing. The copy of Gold Rush! I had access to in the late 1980s belonged to my friend, and she moved to Puerto Rico before we finished. Sitting at my desk in 2017, not writing, I thought, Maybe I’ll never write another book, but at the very least, I’d love to know how Gold Rush! ends.As I searched for Gold Rush!, I began thinking about the history of Sierra Games. Sierra was founded by a husband-and-wife team, Ken and Roberta Williams, and Roberta Williams is considered the inventor of the graphic adventure game. After playing a text-only adventure game, Colossal Cave Adventure, Roberta Willams went to her husband with dozens of sheets of paper, which represented the way a game world might be depicted on screens: the graphic adventure game was born. Ken was the programmer, and Roberta was the storyteller, and their skills combined to create an entirely new way to make narrative. Although Ken and Roberta Williams are not Sam and Sadie, their stories have similar elements: art, tech, commerce, collaboration, marriage, video games, and California. I made a note in my journal, something like: "The story of two game designers. The games they make reflect their lives."For a novelist, the hard thing isn’t having an idea but determining which ones are worth following. A good book idea needs to draw more ideas to it. From the early days of my research, I could see that the history of video games contained many stories – a story of politics and of violence in America, a story of feminism in the arts, a story of race and expanding definitions of gender and personhood, a story of technology and the way it is changing our experiences of being human. But I knew I had a novel when I made a simple discovery: the history of modern video games was mostly contained within my lifetime. The structure of Tomorrow, and Tomorrow, and Tomorrow began to emerge. I would write two coming-of-age stories that would parallel each other: the first would be the coming of age of two artists, a Künstlerroman, and the second, the coming of age of an entire industry.Tomorrow, and Tomorrow, and Tomorrow is available to preorder now on The Folio Society website. The book is priced at £65.00 / US $90.Other recent The Folio Society illustrated editions include Haruki Murakami's 1Q84 and Nnedi Okorafor's The Binti Trilogy.Jesse is a mild-mannered staff writer for IGN. Allow him to lend a machete to your intellectual thicket by following @jschedeen on BlueSky.