A Review of Ernest Cline’s Ready Player One

Ready Player One Cover Image

I didn’t time my review of this novel with the weekend of its film adaptation’s release on purpose. I started this book in December but put it down after a hundred pages for some reason, in spite of the fact that I was mostly enjoying it. I picked it up last weekend and was able to get re-invested in it quickly, but I didn’t know until two days ago that the movie was coming out yesterday. You didn’t KNOW? one of my students asked. How is it possible not to know?

Of course, on many levels this book is Not My Thing. Not My Thing at all. My reaction when I first learned of its premise years ago was something along the lines of puh-lease. A novel about a fictional video game based on the pop culture of the ‘80’s? It sounded like the sort of thing a Baby Boomer would write – or, more specifically, the sort of thing many Baby Boomers did write: all the Woodstock-worshipping, appalled-by-Nixon, I-remember-where-I-was-when-Kennedy-was-shot tripe that has been making me puke since The Wonder Years – and the idea of an author of my own generation jumping on this bandwagon was disappointing. And before I go on and explain why I really did enjoy this novel quite a lot, let me just mention one thing that no one else talks about when they talk about Ready Player One: when they say that this book revolves around ‘80’s pop culture, what they really mean is that it revolves around ‘80’s BOY pop culture. No joke: in all of this novel’s 372 pages, there is not a Cabbage Patch Kid in sight. Not a single fucking Care Bear.

Have you noticed that women don’t memorialize the ‘80’s as much as men do? Boys had Star Wars and heavy metal and Dungeons and Dragons and Knight Rider; we had Get in Shape, Girl! and Pretty Cut ‘n’ Grow and Punky Brewster. I never really thought about it until now, but the ‘80’s were kind of a shit decade to grow up in if you were in possession of Fallopian tubes. Someday when I have infinite time and resources, I might try to write a parody of Ready Player One where a female video game designer decides to create an infinitely complex virtual world based on her childhood in which players can compete for wealth and world domination, but even with those high stakes no one wants to play because doing so requires one to memorize which Strawberry Shortcake character smells like which fruit and consistently keep straight the names and personalities of the Sweet Valley Twins’ clichéd friends.

What this novel does really well, in all seriousness, is dystopian world-building. This is the reason to read this novel even if the ‘80’s video-game premise doesn’t appeal to you. There is no shortage of dystopian fiction out there, and all of it gives me an icky feeling in my stomach these days, this novel included. The protagonist, Wade Watts, is an orphan who lives in “the stacks” – a housing project in Oklahoma where RV’s and other mobile homes are stacked precariously on some scaffolding, forming a terrifying new incarnation of the high-rise. He lives with his aunt and her boyfriend, and he sleeps in the laundry room, his circumstances not too different from those of Harry Potter in the cupboard under the stairs.

The year is 2044. The U.S. economy has fallen flat, and like most people in his world, Wade spends most of his time inside the OASIS, an all-encompassing virtual-reality world that is clearly meant to have evolved from both today’s video games and today’s social media. By the time the novel starts, the OASIS has expanded to include public schools (Wade attends school using a VR headset, crouched in an abandoned pickup truck in a junkyard that he thinks of as his “hideout”) and has its own economy and currency. Wade’s real-world life is claustrophobic and smothering – and limited by the fact that he has no money and no support system – while in the OASIS people who can afford to do so jet from planet to planet on a variety of fantastical space vehicles. The creator of the OASIS was James Halliday, who embedded a contest into his VR world that was launched after he died. Whoever follows a series of clues to find the “Easter egg” Halliday hid in the OASIS will win some unfathomable amount of money and inherit control of the OASIS. Halliday is sort of a Steve Jobs figure – brilliant and bold in his designs but socially maladjusted and self-destructive in his personal life – and it amuses Halliday to force everyone who wants to be rich and powerful to study every last detail of every movie, TV show, song, and video game that he loved as a child.

This novel follows a standard “quest” narrative structure: there are three of everything, the villains are horrifically over the top and awful, and it is clear from the outset that the hero will win the contest in spite of the impossible odds he faces. There’s even a “descent-into-hell” component that takes the form of a terrifying foray into the world of corporate indentured servitude, which is how debt of more than $20,000 is handled in 2044. And as in most quests, the “real” reward is not the money and power that come from finding the stated object of the mission but some other intangible and unexpected prize that emerges from this journey; in Wade’s case, this takes the place of real-world love – a prize that seems almost impossibly rare in the world of the stacks and the OASIS.

I’ve mocked this novel more than I’ve praised it, but most of the mockery was in jest. I did enjoy this book – the characters are well-drawn, the plot manages to surprise occasionally while also adhering to form, and Cline’s vision of a dystopian near-future U.S. will intrigue you even as it gives you the willies. I recommend this book even to people like me who never played Pac-Man or D&D; this is a novel that transcends its subject matter. I suspect I missed a lot of inside jokes and private references to video games, of which I know almost nothing (I got most of the movie and TV references, I think), yet I still enjoyed the book and felt a connection to its characters.

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