Ready Player One, a sci-fi book written by Author Ernest Cline, is a story that unveils how society can revolve around a virtual reality game. He introduces the protagonist named Wade Watts, who's an orphan teenager yet a intelligent OASIS (the famous virtual game within the story) player and a huge fan for Halliday, the creator of the OASIS. The setting takes place within a dystopian society in 2045, where the world has became a dark and environmentally ill place due to overpopulation, economic decline, and climate change. The Oasis was then made to become a shared virtual reality game, or a vast online universe where many individuals can come to play, work, go to school, and even work within this digital software. Though unfortunately, the owner, Halliday, had eventually passed away, leaving the Oasis as a vacuum without an owner to oversee it. From this, a hunt for easter eggs had been established following Halliday death, it was a scavenger event to search for clues and keys in order to find these easter eggs, thus being granted tremendous fortune and ownership of the entire OASIS. Hearing this news, Wade Watts a dedicated gamer and intellectual teenager, has sought to hunt for these easter eggs to claim the prize himself. Along with many other plays known as Gunters, who commit themselves to finding these fortunes as well. The author then introduces the Antagonist known as Nolan Sorrento, who is a CEO of the IOI industries (head of oology), a cunning business man who also seeks for these easter eggs to grow his companies wealth and control over the OASIS.
This novel of Ready Player One provides mix feelings of fictional dystopian, adventures from video games, and a pop cultural nostalgia. As this story centers a teenager, Wade Watts, it really displays the dedication of gamers throughout the globe. I would say that the biggest strength that this book offers is its world-building, the creation of the OASIS really enables the existences of two worlds between digital and reality. Futuristic software's have served as a way to escape from the real world, from which many gain true contentment from. Having the Halliday's easter egg hunt through clues based on pop cultures and references from classical movies, music's, and video games have demonstrated the authors love for that period. Though the plot may been fast paced, I personally still found excitement out of it, often finding interest for what adventures lies ahead after each moment of the story.
But in spite of that, there were some weaknesses and plot holes I notice from this novel. First was the antagonist Nolan Sorrento and his IOI company, I questioned towards the incompetence and lack of resources that he could have possibly used. The plot made it so that a bunch of teenagers could outsmart a major company and a businessman with unlimited resources he could've used. Theoretically, IOI could've maximize their resources and endless manpower to solve for its clues and most likely succeed in the hunt. I then also wonder about the hunt's difficulty when it came to being unknowned for about five years, then all of a sudden Wade Watts was able to discover the first clue/key, which became much easier right after. It just puzzles me if the first clue was meant to be the hardest to find, laying groundwork for making the rest easier. But then aside from its plot holes, I would criticize the population and individuals within the story. This novel showed that many people tend to care more about in-game situations rather than issues about the reality of their world. Such as overpopulation, global warming, and poverty, it felt like society had neglected these responsibilities of caring for their planet. I felt that maybe the author could have focused more on dealing with their crumpling reality, shifting more away from video games and instead rebuild as community.
All in All, the book Ready Player One turned out to be a sophisticated narrative towards the side of video games. Displaying the joyment of gaming and pop culture at the same time of having to warn us about the consequences from extreme use. I also come to understand how the story can anticipate the future of digital games, and how it can become enforced into our lives. I would recommend this story to many readers who are fond of video games, together with how cultures can come to make it more intriguing.