Ready Player One review
Unlike my past blogs where I review an Interactive Fiction game and provide a screen cast of me playing the work provided, today I will be reviewing the novel call Ready Player one.
Ready Player One by Ernest Cline has an intriguing premise: a treasure hunt filled with puzzles and pop culture references in a massive virtual reality, multiplayer game. The world that Cline creates can appeal to many different types of audiences and has many different topics. In Ready Player One people adopt avatars that can represent who they want to be, not how they actually are in reality. This tension between virtual worlds and reality runs throughout the book, and you could definitely read Ready Player One through a a enhanced lens about the nature of technology and reality. In this past year due to the pandemic, people have been more tethered than ever to technology, either with fearful Twitter or perpetual Zoom meetings, and Ready Player One’s idea of the virtual world replacing the real one isn’t so far off.
I think it’s an interesting choice to bring a video game-like structure to literature. Video games have narratives, characters, settings, and other literary elements, and Ready Player One brings video game aspects like levels, gamification, and Easter eggs to literature in its creation of the Oasis. I recommend this book to young people who might be into video games but not as much into literature.
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