Ready Player One
Ernest Cline
384 pp. Crown. $24.00
Pub. Date: 8/16/2011
ISBN-13: 978-0307887436
Reviewed by Paul Stotts
Publisher Blurb: It’s the year 2044, and the real world is an ugly place.
Like most of humanity, Wade Watts escapes his grim surroundings by spending his waking hours jacked into the OASIS, a sprawling virtual utopia that lets you be anything you want to be, a place where you can live and play and fall in love on any of ten thousand planets.
And like most of humanity, Wade dreams of being the one to discover the ultimate lottery ticket that lies concealed within this virtual world. For somewhere inside this giant networked playground, OASIS creator James Halliday has hidden a series of fiendish puzzles that will yield massive fortune—and remarkable power—to whoever can unlock them.
For years, millions have struggled fruitlessly to attain this prize, knowing only that Halliday’s riddles are based in the pop culture he loved—that of the late twentieth century. And for years, millions have found in this quest another means of escape, retreating into happy, obsessive study of Halliday’s icons. Like many of his contemporaries, Wade is as comfortable debating the finer points of John Hughes’s oeuvre, playing Pac-Man, or reciting Devo lyrics as he is scrounging power to run his OASIS rig.
And then Wade stumbles upon the first puzzle.
Suddenly the whole world is watching, and thousands of competitors join the hunt—among them certain powerful players who are willing to commit very real murder to beat Wade to this prize. Now the only way for Wade to survive and preserve everything he knows is to win. But to do so, he may have to leave behind his oh-so-perfect virtual existence and face up to life—and love—in the real world he’s always been so desperate to escape.
I'm a video game enthusiast. There, I said it. (The first step is admitting to the problem. This isn't much of a problem as far as I'm concerned, though. Unless you are talking about how it impacts our storage space.) Magnavox Odyssey. I own it. Same with the Atari 2600 and 5200, the Mattel Intellivision, Colecovision, a variety of Nintendo and Sega systems, a TurboGrafx 16, Sony Playstations and Microsoft Xboxes. And boxes of games for every single one of these systems. Not enough. These full-sized arcade versions of Centipede and Galaxian pictured here are also mine.
So what's the point, you ask? Because my love of classic video games makes me the perfect audience (as well as terribly biased) for Ernest Cline's debut,
Ready Player One.
Ready Player One is a nostalgic look back at the geek culture of the late twentieth century, covering video games, movies, and music. If you've ever played
Dungeons and Dragons, or put a quarter into a
Donkey Kong machine, or recited the dialogue along with the actors in
Monty Python and the Holy Grail, or found the hidden Easter egg in
Adventure for the Atari 2600, then
Ready Player One is essential reading material. Forget
Ready Player One being the best game-themed novel, it's more than just that. It is the best account of classic video game history in any medium.
Ready Player One revolves around an Easter egg hunt that arises after the death of legendary (and fictional) game designer James Halliday, a multi-billionaire who is part Richard Garriott (creator of the
Ultima series and co-founder of Origin Systems) and John Carmack (creator of
Doom and
Quake and co-founder of id Software). Halliday is the creator of OASIS, an immense multi-world simulated reality, an MMORPG dialed up to 11, and the hiding place for Halliday's Easter egg, a multi-billion dollar prize that will give the winner control of the OASIS system. The main appeal of OASIS is that it is a refuge for its players who are escaping from a bleak and depressed reality.
Wade Watts is one of the players hunting for Halliday's Easter egg (these players are referred to as gunters). When Wade uncovers the first puzzle in the contest, he instantly becomes a celebrity. He also becomes a target of the IOI corporation which seeks to win the contest in order to gain control of OASIS, their ultimate goal to monetize the system.
Ready Player One is part race against the clock, part corporate intrigue, and part love story, wrapped in a historical account of video game and geek culture. Cline smoothly integrates the pop-culture references into the contest itself. The hunt revolves around Halliday's nostalgia for that past era, so in order to progress, gunters must be intimately familiar with the video games, movies, and music that Halliday loved. While knowledge of this geek culture is helpful to the reader, Cline's explanations work wonderfully for those who aren't gamers. And readers should readily relate to Wade who is both charming and naive in his role as the underdog.
Cline's love for the subject matter shines through in the novel; his enthusiasm is infectious, and it is difficult not to geek out with him. The fun in reading Ready Player One is discovering what part of geek culture Cline will explore next. Will it be the movie
Ladyhawke, or a D&D module, or the video game
Tempest? Cline doesn't just talk about video games, he breathes life into them, he immerses the reader into them. You aren't just playing or watching, you are experiencing them, living them. And this is where the joy the reader experiences comes from in
Ready Player One. Not from the nostalgia, since nostalgia is just a memory of the past. But from making those memories real once again. Never got to plug a cartridge into a ColecoVision?
Ready Player One will teach you how that felt, bringing back your childhood sense of wonder and awe.
I loved
Ready Player One; it's easily one of my favorite books ever. A reading experience like this comes along for me rarely, maybe once every five years. Never have I wanted to thank an author for writing a book as much as I want to thank Ernest Cline. So, thank you Mr. Cline. May all your scores be high scores.