I've had a complicated relationship with Diane Duane's writing over the years. Basically, when it comes to sci-fi and fantasy, she's written everything imaginable: young adult, children, adult, sci-fi, fantasy, original series, franchise novelizations--X-Men, Spider-Man, Star Trek, SeaQuest DSV, of all things. Her Middle Kingdoms series explored alternative sexuality (ie, a high fantasy world where bisexuality over heterosexuality was the norm) in the 70s and 80s, which wasn't really a common thing. And after bouncing off her Young Wizards series when I first tried them around age 10, I returned to them during my college years and found them amazing--The Wizard's Dilemma is one of the most heart-wrenching books I've ever read. But even while I say that, I still have to admit that none of her adult books have wowed me in the same way.
And Omnitopia: Dawn isn't going to be the book to break that streak, unfortunately. It feels very much like an opening arc, and while it may be setting up an interesting second act in the next book, here, it reads like something that's been done before. It's essentially a near future sci-fi, where the world is pretty much the one we have now, only with immersive VR tech being fully integrated into online games. After a bitter split with their publisher, the independent studio publishing Omnitopia is the largest of these games, and they're preparing for a big milestone. The problem is, there are other forces preparing too.
The book has about seven point of view characters: Dev, the founder and head of Omnitopia; his former friend and chief business rival Phil; and a bunch of characters whose names escape me since I don't have the book in front of me--a reporter sent to profile Dev for Time Magazine; a player recently granted his own segment of Omnitopia to design, and his wife;and at least two rank and file types who are part of the teams of hackers working to undermine the game. There's a reasonably large swathe of secondary characters too, mostly centering around Dev--his wife, his daughter, his parents, and the Seven, his immediate underlings, working everything from programming to finance to security. As that may suggest, Dev is pretty much the center figure, with the rest of the story orbiting around him.
The biggest strike against Omnitopia: Dawn isn't that what happens is dull, but that not very much happens,at the end of the day. Dev's company is saved almost offpage by a deus ex machina that will probably be next book's focus; Phil is almost a comic book supervillain in his resolve to fight another day. Duane's characters are... an interesting mix. Oddly, I think Phil is the one who gets the most complexity; Duane spends a lot of time inside his head, showing exactly how his worldview lead him to isolation and his desperate desire to have Dev back as a friend while at the same time desperate to not admit it. The other characters are either very clearly good or bad, or just underdeveloped, like the reporter. It's also kind of weird that the reporter--not counting a few brief scenes with the player's wife--is the only female POV character. It feels a little imbalanced, though there are a lot of women involved in Dev's life. One of the running themes of the book is everyone declaring that Dev is too good to be true; it doesn't quite paper over the fact that he does seem to be too good to be true, and his benevolent corporatism is maybe somewhat unbelievable (although not entirely--there's Gabe Newell, for example, the billionaire lead of Valve and Steam). I guess my main complaint about him is that he is fairly static--he doesn't really change as a person over the course of the story, and when your lead doesn't change, a story feels a bit static too.
That said, there are some ideas I really, really liked. I'm always on board for a book that features videogames prominently, because I'm endlessly fascinated with what aspect of games gets represented in other cultural mediums. Like I said, Duane isn't really exploring new territory here--Tad Williams' Otherland, to give one example, had basically the same premise of virtual immersion online games into worlds, and it came over a decade before this. I suppose the major difference is that Williams' tech is presented as something new and revolutionary--Duane's Omnitopia feels like something much closer to the world as we know it. That in itself is useful, because it says something about how we're moving towards broader acceptance of virtual tech and MMO games. (Meanwhile, the game market itself is shifting away from immersive MMOs to faster, more competitive things or things designed for short bursts of play, but that's another story.) There's some discussion of the tech behind everything, but it's pretty clear that what interests Duane most about the virtual worlds isn't their technology but the larger concept of world building, and the democratization of world building, putting the the ability to inhabit and create worlds into as many hands as possible. It's telling that the climax of the story, for me, wasn't the big hacking attack or the deus ex machina moment that followed, but a scene slightly before that, where Dev passionately delivers a monologuie to the reporter on the value of secondary worlds and world creation. It's tempting to see Duane, someone who has spent years of her career writing her own worlds and working in the worlds of others, peeking through Dev in that moment.
To sum up, I liked the central idea of the book, but neither the concepts nor the characters really compelled me in the end. I'm curious to see what Duane has planned for the future installments, but not so curious that I'll be checking them out right away.