Oh, they have a Grue...

Oh, they have a Grue…

My friend gave me a copy of Ready Player One to read on the plane back to Japan, but my airline tricked me into flying a 777 without reclining seats or accessible reading lights or wi-fi, so I didn’t get to finish it till today nor did I realize how enormously popular it is until I randomly googled it. It’s a really good book, but has some really irritating flaws, so here is my review.

The basic idea of the story is simple and powerful, and I’m surprised it took so long to be written. It’s set in a dystopian near future (where, for once, the effect of climate change is stated and assumed throughout the story), where the world economy is slowly falling apart but there is a new virtual reality internet called the OASIS, where people can spend basically their whole lives escaping the boredom and horrors of everyday life. This world is fully interactive using haptic gloves and suits, so a kind of addictive experience (fortunately the author doesn’t use this silly idea of internet addiction), but it is also huge, a kind of galaxy of many worlds where almost anything can happen. The designer of the OASIS has died, but instead of leaving a will he has left behind his fortune, plus the title to control the company that designed the OASIS, as a prize in a complex game that, when the book starts, no one has won. This idea is patently ludicrous: the OASIS is the most important technological development in human history (as an example, our lead character receives his education through the OASIS and it is clearly a superior education to any physical school) but its developer has left the deed to the thing for any random gamer dickhead to take possession of. We’ve all seen what gamers are like – would you want the world’s biggest and most important company to be controlled by them?

And it is clear from the book that it is gamers who will take the prize, since the prize is a complex series of challenges based entirely on computer games. In order to crack the puzzles one needs to be an exceptional gamer; but worse still, all the clues to the puzzles are drawn from 1980s nerd and teen pop culture, so in order to find the clues one needs to be deeply invested in such execrable crap as The Breakfast Club and Highlander. One also needs to be a genius with 1980s arcade games, possibly the worst games ever invented.

As a result of this plot device, the book is a constant pastiche of 80s references, and the characters are the kind of losers you hated in first year university, who quote Monty Python in place of social interaction, and think going to see the Rocky Horror Picture Show is the height of cool. Worse still, the characters in this story are the worst kind of computer game winners: they may not be able to get laid or interact with actual human beings, but in the OASIS they’re unbelievably, perfectly good at everything. Worst of all is our hero Wade, who when challenged is able without any appreciable effort to get a perfect score in pacman, and wins a contest (based on a computer game) that the next best competitor took five weeks of constant striving to win. He’s also capable of hacking international corporations, quickly hacking the system to create a new identity for himself, and making leaps of intuitive faith about obscure 1980s game and video references even though he was never part of the 1980s culture and only understands these things from studying his hero. He is, of course, also stunningly good at PvP first person combat games.

In short, he (and his three colleagues) are at a Harry Potter level of unrealistic character development. Mixed with all the worst traits of the nerd world, and an urgent need to prove how smart they are. Reading about these kinds of people is annoying!

However, the challenge is also intoxicating, and the growth of the relationships between the main characters – and the challenges they face in solving the puzzle – is really compelling. Although I didn’t like any of the characters, I soon found myself really wanting them to survive and really engaged with the story. It’s a tense, tight, well-told tale with several unexpected twists and turns, and much of the setting is a range of magical or technological fantasy worlds that make it a fairly unique mix of real world and fantastic tales. The magical world much of it is set in (the OASIS) seems very unrealistic, but it’s also a stimulating and interesting vision of how the future could unfold if the technology were available. If you can put aside the constant, mostly lame, references to the 80s, and the really boring and annoying way in which the characters are almost perfect in every way relevant to their quest, it’s an exciting and enjoyable romp through a very well realized  image of the future of society’s relationship with the internet. I strongly recomend this book for gamers and those interested in visions of the future in which communication and internet technology trumps manufacturing and off-world exploration – it’s a fascinating and exciting story with an excellent ending! If you have any interest in virtual worlds, and enjoy watching ordinary people get it wrong and then somehow struggling through to get it right, then I strongly recommend this book!