Two Can Play

Ali Hazelwood

45 pages 1-hour read

Ali Hazelwood

Two Can Play

Fiction | Novel | Adult | Published in 2024

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Background

Publishing and Genre Context: The Rise of Audio-First Romance and Trope-Driven Narratives

Originally released as a Spotify audiobook, Two Can Play exemplifies a significant trend in romance publishing where novellas are produced for audio-first platforms before they are published in written form. According to the Audio Publishers Association, romance is consistently a top-selling audiobook genre, and the accessibility of digital formats has fueled its 30% growth, which outstrips all other genres (“APA Research Facts.” Audio Publishers Association, 2025). This audio-first model often favors fast-paced, dialogue-driven narratives that can captivate listeners. Other popular audio-first romances include Cara Bastone’s Call Me Maybe (2020), Lily Chu’s The Stand-in (2021), and Rachel Lynn Solomon’s The Ex Talk (2021). 


To achieve this, authors frequently employ popular genre conventions, or tropes, which provide familiar and effective narrative structures that are easy for readers to follow. The novella is built upon several of these well-established frameworks. The central relationship between Viola and Jesse follows the “enemies-to-lovers” arc, stemming from a years-long misunderstanding. This dynamic is amplified by the “forced proximity” trope, when their competing companies are sent on a joint team-building retreat to a remote mountain lodge. This classic setup compels the characters to confront their history and evolving feelings. Author Ali Hazelwood has built a distinct brand by placing these familiar tropes within STEM-adjacent workplaces, creating a signature style that appeals to a broad audience. This blend of a specific, modern setting with conventional genre tropes is particularly well-suited for an audio-first format, as it provides recognizable conventions and narrative structure.

Cultural Context: The Culture of the Video Game Development Industry

Two Can Play is set in the contemporary video game industry, and its plot reflects the real-world culture of intense competition, high-pressure work environments, and systemic discrimination. The fierce rivalry between the fictional studios FlyButter and Nephilim mirrors the competitive dynamics among actual game companies. The novella also alludes to the industry’s demanding work-life balance, which Viola describes as a culture of “energy drinks sipped late at night while wailing over ergonomic keyboards” (3). This captures the essence of “crunch” culture, where developers work grueling overtime hours to meet deadlines, which has been widely criticized as abusive and unsustainable (“Crunch, Unsustainable Work, and Management Abuse Definitions and Standards.” International Game Developers Association). 


Furthermore, the novella addresses the pervasive gender-based discrimination within the industry, illustrated by such real-world events as “Gamergate,” in which misogynists attacked women in the industry online, harassing them in a loosely organized campaign under the hashtag #Gamergate. Viola’s flashback to a job interview where a male CEO dismisses her portfolio as too “girly” and questions her passion for games is a direct representation of this issue. This fictional moment echoes the real-world allegations detailed in a 2021 lawsuit against Activision Blizzard, which cited a toxic “frat boy” culture and widespread harassment of female employees (“Activision to pay $50 mln to settle workplace discrimination suit.” Reuters, 15 Dec. 2023). This context grounds Viola’s professional challenges in a real-world struggle, highlighting her resilience in a “blighted industry” (13).

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