When I read “Ready Player One,” the first thing that popped into my head was Second Life. Back in 2003, Linden Lab launched this online virtual world where users, called “Residents”, could create avatars, explore virtual environments, and essentially live a second life. The term “Residents” always struck me as fitting, especially after I read stories of people who genuinely lived in that world, with their physical lives taking the back seat.
“Ready Player One” tells about a dystopian future, where people escape reality by entering the OASIS, a virtual world created by James Halliday. When Halliday dies, he leaves behind an elaborate treasure hunt within the OASIS, promising his entire fortune and control of the platform to whoever finds the hidden ‘Easter egg’.
The story follows Wade Watts, a teenage orphan, as he embarks on this adventure, competing against millions of other “gunters” (egg hunters) and a powerful corporation, all while navigating the dangers of both the virtual and real worlds.
“Ready Player One” is a thrilling adventure, blending escapism with a cautionary tale about losing touch with reality. The novel taps into pop culture nostalgia, creating an engaging narrative that will resonate with fans of the 80s. However, this reliance on 80s nostalgia is a double-edged sword: appealing to those who experienced the decade, but potentially overwhelming or alienating those who didn’t.
Overall, I found “Ready Player One” a fun but not profound read. While better books explore virtual worlds more deeply (I’ll review some of these later), this one is best enjoyed as an exciting page-turner. And given my preference for more complex explorations of human nature (as I mentioned before), I’ll only give it a 7, though it’s definitely on the higher end.
– S –