by
Ernest Cline
345
pages, Arrow
(This
review is of the audio version, read by Wil Wheaton. Yes, that one)
Review
by Pat Black
Ready Player One. This
is the dream we all dream of.
The
phone goes: it’s Spielberg. You assume it’s a joke, a prank played by your
pals. But after some pre-watershed-sitcom misunderstandings in which he
chuckles at your growing consternation, you find out that no, it’s actually
Spielberg.
He
wants to adapt your book into a movie. Shall we draw up some paperwork? Sign
here to become a total winner. Your official title is now Sir Victor de Jacquepotte.
No, don’t bother going back to work on Monday. We’ll send a limo round to
collect your P45.
This
actually happened to Ernest Cline with Ready
Player One. It’ll be a movie soon, directed by the most famous film-maker
who ever lived. Ooh, you jammy bugger. Talk about finding the Grail.
Set
in 2044, the novel tells the story of a teenage shut-in called Wade Watts who
spends his spare time in a fully-immersive virtual reality world called the
Oasis. Provided you’ve got the equipment, the Oasis is free to access. You can
go to school in it, play games in it, “interact” with others in it, and do
pretty much whatever you want in it, across countless virtual galaxies, in any
realistic or fantasy setting you could wish for. You can create worlds; you can
fight people; you can make love. You can hunt dragons, complete quests, direct
space battles, become a kung fu master or a sports hero – anything you like,
any way you like it. It even has a pseudo economy, a virtual currency system
using experience points – basically a personal scoreboard after you complete
games, pick up artefacts, pass exams, or whatever.
You
control your 3D avatar with haptic gloves and visors. Some sensory information is
added to whatever you can see, depending on how up-to-date your set-up is.
All
of this happens while you are sat in your house, oblivious to the real world.
The
inventor of the Oasis is a tech geek/punk baron called James Halliday, a
composite of Bill Gates, Steve Jobs, Mark Zuckerberg and that guy who wrote Chuckie Egg. When Halliday dies, a great
game begins – the search for the ultimate Easter egg, hidden somewhere in the
Oasis, which will grant the finder Halliday’s entire fortune – hundreds of
billions of dollars.
People
who look for the Egg are called Gunters. These are the amateurs, and there are
millions of them. But with all that lolly on offer, you can bet that corporate
interests start getting involved. These are represented by the boo-hiss baddies
of IOI industries, a tech firm with designs on control of the Oasis, monetising
it, and doing all that bad old capitalist stuff.
People
flock to the Oasis because the real world is shit. Cline posits a future where
the Great Recession never ended. As time ticks on, this moves from an
outrageous prospect to prescience. This is a vision of the western world in
irrevocable decline. The environment is a nightmare, junk food is a normal
diet, public services are almost non-existent, crime is endemic and… let’s just
stick a big “dystopia” label on it.
Wade
– who calls himself Parzival in the Oasis, a nod to his Arthurian quest for Halliday’s
Egg – has one friend in the virtual world, a fellow 1980s geek and video game
nerd called Aech (pronounced as the letter H), who you can be certain is not
what they seem.
Parzival
is obsessed with pop culture from the decade that Halliday became a teenager
and got interested in computing. As a result of painstaking research,
Wade/Parzival succeeds where millions of others have failed over the years, and
uncovers a clue which will help him find one of three keys which he needs to
claim the Egg.
Along
with Aech, Parzival teams up with other virtual partners, including the geek
Dream Girl trope, Art3mis, as well as two Japanese brothers, Daito and Shoto.
With the villainous IOI agents taking a murderous interest in his activities, a
classic treasure hunt is on.
This
involves solving riddles and playing classic video games such as Joust and Pac-Man, but also includes Dungeons and Dragons modules, the back
catalogue of Rush, the movie War Games,
primeval text-based eight-bit adventure games, and many other pre-internet
geeky touchstones.
I
had a wee problem with this.
One
thing which must exasperate authors is when readers hit them with criticism
that boils down to: You didn’t write the
novel I was expecting. Why didn’t you write your book like this (inserts
own idea)?
I
can’t avoid this with Ready Player One.
When
I was a kid, one of my favourite comic strips was The Computer Warrior. It
appeared in The Eagle, and came out
during the Triassic era of British home computing in 1985. It has more than a
hint of Tron about it, but if Edgar
Wright ever wanted to adapt a British comic book property, The Computer Warrior
is a perfect fit.
In
it, a kid gets sucked into a virtual realm through his Commodore 64-type
machine. Here, computer games become reality – you fight for real. If you lose,
you are sent to The Nightmare Zone.
This
is where his best mate ended up; so the kid has to complete several computer
games in order to win his friend’s freedom. To begin with, the games were
fictional, generic Space Invader-type battles. Then someone hit upon the idea
of using real-world computer games as a promotional tie-in. So the Computer
Warrior played Wizard of Wor, Gauntlet,
Pastfinder, Desert Fox, Side Arms and many other now-classic, sometimes
forgotten games, before completing his quest. The strip was a big success, and
ran for a whopping nine years, right up until Eagle closed.
I
expected Ready Player One would be
something like The Computer Warrior. It isn’t.
During
key moments, when Parzival has to play classic games in order to find one of
the keys or clear the gates for the next stage, I thought we’d have a
description of someone playing a real-world version of these digital relics.
The thoughts and feelings of Pac-Man, as he chomps his way around the maze,
avoiding ghosts; now that’s something I’d want to read.
But
you don’t get anything like this – you read about a kid standing in front of a
games cabinet, mashing buttons and hunting for quarters in his pockets. It’s
not quite the same, nor is it anywhere near as exciting.
Why didn’t you
write your novel this
way?
I
know, I know.
The
treasure hunt parts were fun, although the increasingly smug, high-five
eighties geek lore references did get on my wick. I’m not saying I was the cool
kid at school or anything but there’s something horrendously lame about this
kind of behaviour.
So
we get lots of references to video games, movies, TV shows and board games -
most you’ll get, some you won’t. (One big thing that was missing, for me, was
adventure gamebooks – the Fighting Fantasy/roll a dice games, or good old Choose Your Own Adventure.) These things
have a currency in their own right, as the geeks compete either consciously or
unconsciously, testing themselves to see who has the most knowledge of digital
arcana, fully referenced, sourced, dated, accredited and annotated. You wonder if scientists do the same thing;
or academics; or cloistered monks a thousand years ago, poring over illuminated
manuscripts.
Away
from the trivia, there are some very serious points to be made in Ready Player One, and it is here that
the book works best.
For
a start, this book has lots to say about a life lived online. At one point Wade
comes right out and says it: I’m a fat, pimply recluse. A shut-in. A loser. The
only reason he isn’t in his mom’s basement is because mom’s long dead.
The
book’s best part is when Wade is made a legalised slave for IOI industries. He
works in tech support, and hates it. His stinging comments to mouth-breathing
Oasis users are filtered out automatically by AI, and his very tone of voice is
modulated so as not to offend. There’s a delicious cynicism in these parts; the
revenge of patronised IT workers the world over.
Cline
explores the idea that, in the future, having accrued astounding levels of
personal debt, young people will become indentured to big companies. Wade is
given enough food and shelter to exist on, with the dangled carrot of “paying
off” his dues through work, which he never will.
The
book is excellent during these parts. It was almost disappointing to jump out
of Wade’s real world and back into Parzival’s digital grail quest. In these
sections, Ready Player One was
exceptional.
Cline
also warns us about the perils of meeting people online. Now I have met people
online and am happy to say I’m friends with them, despite never having met them
face-to-face. But when you cross the boundary into love, romance, or just plain
old sex, Problems Can Occur. I know folk who have met partners online, either
through dating sites or shared interest forums, and I say to them: well played.
There’s good sense in filtering out personality elements or interests in a
potential mate which clash with your own. But you still have that messy,
awkward, social interaction thing to do in real life, with all its blemished
wonders.
Sex
will be a key driver of virtual reality, as it has been in lots of
entertainment technology (John Waters’ infamous quote about the real reason VHS
was invented springs to mind). To his great credit, Cline goes there, outlining
exactly what a computer geek shut-in like Wade will do for teenage kicks in
this wild digital frontier. Have you seen those weird lifelike Japanese dolls?
They’re targeted right at the Otaku, you can count on it. This stuff is moving
faster than Chuck Palahniuk can imagine it. People
are doing this right now.
There
is another moment where Cline pulls the rug out from under us, when it seems
Parzival and Art3mis are going to fulfil the story’s romantic requirements at a
virtual nightclub in the Oasis. It’s almost a John Hughes or Cameron Crowe
movie moment, complete with soaring pop music epiphany… almost… Until Art3mis brutally rips the needle off the record.
This
scene was the best in the book. It was a necessary collision between unbridled
fantasy and harsh reality. These things happen to most folk in teenage life,
regardless of technology, but it will be food for thought for anyone who is
enthused about all the distractions and controversies virtual reality is bound
to bring. The most basic of which is: none of it is real.
If
you scoff at the idea of people spending their lives plugged into machinery and
experiencing nothing of the world outside, you should consider how computers
are already an indispensable part of our existence. Your working day; your
shopping; your aimless babble on Twitter, your herd mentality likes and shares;
the commercial-break reality you serve up for friends and relatives on
Facebook; the porn you climax to; the book reviews you read. At the risk of
donning a full Chicken Little outfit, there are surely grave dangers in making
our online existence even more immersive than it already is.
Whiny
nerd voice: Why on earth didn’t you finish this novel with the words Player Two Has Entered The Game?
Now,
I’m off for a run in the sunshine. Time for fresh air and exercise.
During
my run I will listen to music on headphones, to help me forget the pain, the
tiredness, the sweat, and the tedium. Later on, I’ll write some fiction, in the
hope of one day taking people’s attention away from what’s really happening in their lives.
Maybe
one day I’ll get my own call from Spielberg - who knows? Then people can sit
down in a darkened room and see my fantasies projected onto a screen for a
couple of hours, lost in a world of their own.
Reality
can be over-rated.
Nah, you willnae get a phone call from Speilberg. Neither will I, but you might get the Ranger's job if you like virtual reality. Can't say I fancy this book. I've no doubt virtual-reality porn dolls will be the next big thing. Post Trump if there's still a blue planet I'll be thanking a god I don't believe in we're still ahead. The book might make a good film, in the same way Philip K Dick's books made decent movies (well I kinda could watch them) but his books were largely unreadable dross.
ReplyDelete"Phone for ye, Jim."
ReplyDelete(clacks wallies) "Who is it?"
"It's that Steven Spielberg."
(tut) "Whit does he want?"