Next on my book pile: 2011’s debut novel from Ernest Cline, Ready Player One. It’s a few decades into the future, and as real life is far from ideal most of humanity prefers to spend its time in a haptically enhanced virtual universe created by a now-dead reclusive videogame genius billionaire. Somewhere in this virtual universe is an egg, hidden by the genius, and whoever finds it – by following clues and solving puzzles – inherits the billions.
A pixellated quest story, then, with the usual heroes and assorted villainy. The virtual setting lifts what might otherwise be a standard boy-meets-sword, boy-faces-impossible-odds fantasy tale into something new: where magic and technology coexist (or not, according to the rules of that part of the game), where trudging and poetry are abandoned in favour of teleports and 80s cultural references, and where danger exists in both virtual and real forms.
The lurking menace in a story of this kind is the deus ex machina – with in this case the machine an actual computer, and the god its programmer. They give the story world an easy malleability making it trivial for heroes in apparently inescapable peril to survive thanks to a magical artefact they happen to carry in their infinite virtual backpacks. Always a problem in any fantasy tale – Chekhov’s spell, if you like, taught in act one to be cast in act three – but enhanced here in a world whose rules could change at any moment or location according to the whim of our deceased coder to get Cline out of a plot pickle. The author just about gets away with it, I’d say. One scene springs to mind which klaxons “I am important later” in a way I found rather too unsubtle.
A few scenes also suffer from backstoryitis: the suspension of plot progress to allow for a couple of paragraphs or a page of exposition. Perhaps these infodumps would have been better woven into the ongoing text – or deleted entirely. It’s tricky, I know. (I deleted several paragraphs of backstory from The Pauline Conversion. Ultimately it was there for me to better understand the characters: it was irrelevant for the reader.)
But these are nitpicks: minor bugs in the Ready Player One meta-universe, I suppose, if I’m being poncy. It’s an enjoyable book. In particular the 80s references are delightful and, even better, accurate. I’m sure someday someone will create the virtual universe in this book, and I’d love to visit. Meanwhile a movie is in development hell, and may or may not eventually emerge from the Hollywood sausage machine. But given the rights issues (there are a lot of cultural references key to the plot, such as videogames, TV shows, songs and movies) it’s open to question whether the movie will resemble the book. My advice: don’t wait for the movie. The virtual universe inside your head is much more realistic anyway.