Emily’s Corner: “Ready Player One”

20170202_140222Emily and I (Serena) have been friends since the first week of freshman year of college. Other than a lost purse (I did the losing, Emily did the calming), take a wild guess as to what we bonded over? Yes, that is correct: books. And the fact that we both had plans to be English majors and would go on to coordinate our schedules to have as many similar classes as possible! All that said, Emily has agreed to be a semi-regular contributor to our blog, so keep your eyes open for posts from her in “Emily’s Corner” on random Mondays going forward!

9969571Book: “Ready Player One” by Ernest Cline

Publishing Info: Ernest Cline sold the novel in June 2010 in a bidding war to the Crown Publishing Group, a division of Random House. The book was published on August 16, 2011.

Where Did I Get this Book: Barnes and Nobles

Book Description: In the year 2044, reality is an ugly place. The only time teenage Wade Watts really feels alive is when he’s jacked into the virtual utopia known as the OASIS. Wade’s devoted his life to studying the puzzles hidden within this world’s digital confines—puzzles that are based on their creator’s obsession with the pop culture of decades past and that promise massive power and fortune to whoever can unlock them.

But when Wade stumbles upon the first clue, he finds himself beset by players willing to kill to take this ultimate prize. The race is on, and if Wade’s going to survive, he’ll have to win—and confront the real world he’s always been so desperate to escape.

Review: I adore science fiction, though I often lament the cheesiness that plagues the genre. So I was utterly floored by this book. This is the kind of science fiction that would convert even the most ardent sci-fi hater. Ernest Cline absolutely hit it out of the park on his first try.

“Ready Play One” is set in our world, less than thirty years into the future. The world is a bleak place, with a gaping divide between rich and poor, where the OASIS is the only respite from a reality of war, famine, violence, and disease. This book is believable because both the reality and virtual reality presented hit close to home. Global war is the norm, the populace consists of the uber-wealthy and people living on the streets, there is no middle class. In-game commerce is more valuable than hard cash, and the OASIS has more engaged voters than the actual government does. This isn’t Star Trek; it’s a future that feels hauntingly close at hand.

Wade is the perfect protagonist. Yes, he’s a teenager. He’s whiny at times, and you want to smack him upside the head when he pines too long after his love interest. But you can’t help rooting for him because he represents what it means to be the little guy, to go up against “the man” against all odds. He’s brilliant, but flawed enough that he doesn’t get preachy.

Wade’s story pivots around a global treasure hunt set up within the OASIS by its’ creator, a treasure hunt that is in itself a love letter to pop culture of the 80s. I loved the references I caught (shout-out to Wil Wheaton, who also narrates the audio book!), but wasn’t distracted by the ones that went over my head. I’m too young to catch the majority of the early 80s gaming references, but if anything it made me want to research Pong-era gaming systems. Atari, anyone?

The treasure hunt within the game is an engrossing adventure, complicated by real-world villains in the book, the IOI conglomerate who want to monetize and control the OASIS. Wade, known as Parzival in the OASIS, becomes the first player to crack the first of three clues that lead to both in-game and real-world treasure. He becomes the target of the IOI and cautiously teams up with other top players, known as Art3mis (pronounced Artemis), Aech (pronounced like the letter “H”), and brothers Daito and Shoto to win the game and keep IOI from dominating the OASIS.

“Ready Player One” is a great springboard for discussion on issues of technology, privacy, monetization, and legal liability which are hot topics today. It also provides thoughtful commentary on the positives and negatives of a fully immersive virtual world and the risks inherent to addictive technology. This is a thoughtful book, one that immerses you in the story but also makes you question your own addictive tendencies. Personally, I was struck by the idea that books were the first virtual reality, and wondered if I, as a self-proclaimed book addict, could really judge people who spend hours on video games.

There is a great twist near the end of the book, as Wade’s in-game friends introduce themselves to him in the real world. If nothing else, the reveal of Aech’s identity is worth reading the book for. There is also a teaser at the end which could leave room for a sequel. My guess is that Ernest Cline will wait to see how the movie adaptation turns out before deciding whether or not to pick up the story again.

Rating 10: This is one of the best books I’ve read in a long time, one that may just get added to my annual reads list.

Reader’s Advisory:

“Ready Player One” is included on these Goodreads lists: “Books About Video Games and Virtual Reality” and “Nerdventure.”

Find “Ready Player One” at your library using Worldcat!

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