Literature has always allowed us to stretch the boundaries of reality in order to explore potentials. Although we live in a world that appears dominated by technology, Ready Player One, the first book I read for the Geek Girls Book Club, takes the present day dependency upon and growth of the Internet and moves it to the extremes. These extremes highlight not only our current environment by exaggerating it but also show us where we could end up as a society.
Ready Player One, set in the future, explores how fossil fuel dependency has made living in the physical world so repulsive and uninhabitable that living a false life on the Internet is not only possible but preferable. With fuel too expensive to allow travel or heating, people are reduced to stacking trailers one on top of another and rigging power lines along these, creating tenements based on RV ownership. In an attempt to “live” in a world decimated and barren, people turn to the virtual reality of OASIS, an MMOG of epic proportions. For a synopsis of the book, the author’s website provides a better one than I can give.
More than anything else, what struck my interest was how taking our current online activities – gaming, online education, online money, pay-to-play versus play-in-game (or the traditional MMOG model versus social gaming model) – and creating a story around their most ridiculous ends gives a sense of a potential future for us.
For the less geeky, the overarching theme is the ultimate battle of Big Corporation versus Independent Little Guy. The main plot revolves around Parzival and other “Gunters”seeking to find the treasure on their own before the large corporation, IOI, and its hired guns, the “Sixers,” can get to it. At every step, IOI perfectly plays the role of “Evil Corporate America.” There are kidnappings and deaths. There are elaborate attempts at cheating the game. All of these might easily be seen as nothing more than plot points. However, the reality is that the exaggeration highlights the underlying reality. Much like large chemical companies in the 1970′s allowing chemicals into groundwater and recklessly impacting the environment, IOI acts insidiously in a virtual world. The in-game machinations are virtual representations of the underhanded dealings that people hate. In the virtual world, however, these machinations should be “virtually” harmless. The stakes here, however, show how becoming invested in a nonphysical reality creates an overwhelming sense of safety that, when it filters into the physical world, becomes more frightening due to the power that information wields in the physical world.
For the geeky but on the edge, you can delve a bit deeper into the story. One of the aspects that I found interesting was the underlying theme of “who owns the Internet.” IOI, in all its evil corporate, requires people to pay for their online experiences. This, the typical MMOG model as set out in the original games like World of Warcraft, has been the traditional revenue generating format for online gaming since its inception. Parzival tells the reader, “IOI believed that Halliday [the creator of OASIS] never properly monetized his creation, and they wanted to remedy that. They would start charging a monthly fee for access to the simulation…The moment IOI took it over, the OASIS would cease to be the open-source virtual utopia I’d grown up in” (Kindle Location 658). This corporate control requires monthly fees, or rent, in order to live in the online world. Moving outside of this traditional model gave control over to the players on a level that the traditional MMOG doesn’t. In today’s gaming world, Facebook appears to be the closest gaming has to OASIS on a large scale level. The evolution of social networking has led to companies like Zynga, which can bring in $1 billion of revenue in a year. People don’t have to pay to play most Zynga games. However, they can choose to pay in game. This change in revenue dynamic is at the heart of Ready Player One. As Parzival notes, “Charging people for virtual fuel to power their virtual spaceships was one of the ways Gregarious Simulation Systems generated revenue, since accessing the OASIS was free. But GSS’s primary source of income came from teleportation fares” (Kindle Location 977). In other words, anyone can play the OASIS or live in the OASIS, but only those who take the risks on quests to earn money and spend the money can go different places within the game. There is a grassroots argument here for a sense of democracy and capitalism. In other words, anyone can enter the world; however, only those willing to work and spend money can afford the luxuries. Given that IOI is the “Big Bad,” this appears to be a direct statement that pay-in-play is a more noble corporate model than pay-to-play as it grants universal access with a chance of moving beyond that. Farmville or Mafia Wars fit this model – anyone with a free Facebook account can play the games, but only those capable or willing to spend the money are truly going to excel.
For the educators, the world of online education takes a front seat as well. The OASIS has taken over the public school system, eliminating many of the horrors Parzival experiences in a face-to-face classroom. As he relates, “Then one glorious day, our principal announced that any student with a passing grade-point average could apply for a transfer to the new OASIS public school system. The real public school system, the one run by the government, had been an underfunded, overcrowded train wreck for decades. And now the conditions at many schools had gotten so terrible that every kid with half a brain was being encouraged to stay at home and attend school online” (Kindle Location 614-622). In other words, schools in 2044 aren’t any better than schools today, and the inner city blight affecting lower income kids has spread beyond city confines due to generalized poverty and overpopulation. The OASIS presents a chance for all kids to attend violence free schools, giving them a chance to focus on their education. The school planets are coded to disallow player-versus-player, meaning all violence in schools is impossible. Parzival continues, “On my first day at OPS #1873, I thought I’d died and gone to heaven. Now, instead of running a gauntlet of bullies and drug addicts on my walk to school each morning, I went straight to my hideout and stayed there all day” (Kindle Location 629). Parzival can finally focus on his studies. The unlimited libraries and opportunities to travel to famous locations such as The Louvre at no cost give him advantages that he would otherwise never have. This new model of education provides the pure flow of information to students, giving them a chance to learn in a safe place (assuming their homes are safe places) and removing many of the real-world distractions from education. With the rise of online universities and the recent announcement by Apple that they plan to expand further into the educational publishing with iBooks2, this particular background plotline indicates that the issues for-profit universities have faced recently can be overcome through the democratization of online education. The fantasy aspect, wherein the virtual reality equates to being in person with an instructor using the OASIS interface (basic sets provided free to students), allows us to see the potential that this form of education can provide. Students feel as though they are in a real classroom. Their interactions are through more than text, more than webcams, and become a functional equivalent of reality. This kind of educational wonderland of opportunity is a fantastical idea that could revolutionize education. These exaggerations of reality again give a sense of the “what could be” versus the current reality. However, as with many of the other aspects of the story, stretching the boundaries of current reality creates a sense of realistic potential.
Finally, what I found most fascinating, was the allusion to bitcoins. This is the truly geeky aspect of the book. Parzival manages to accrue money in the game that can be parlayed into paying for living expenses in the physical world. Quoting Bitcoin.org on their “About” page, “Bitcoin is designed around the idea of using cryptography to control the creation and transfer of money, rather than relying on central authorities.” The idea behind Parzival’s ability to gain money in game that can then be used in the physical world takes this idea of crypto-currency to the next level. Without spoiling the plot, I can say that Parzival manages to find a way to be granted credits/money in game. He tells us, “These companies were offering to pay me in OASIS credits, which would be transferred directly to my avatar’s account” (Kindle Location 2579). These credits can be used to buy food or pay rent in the real world. Although my understanding of bitcoins is, admittedly, low, the nearest explanation I can give is that they are online currency created within their own virtual universe that can then be used, at least theoretically, outside that world. In a nutshell, individual users agree to exchange goods and services on a democratized currency that only has value because the users feel it has value. They should be able to buy things on websites that agree to accepting bitcoins since the goal is to use anything that should, in theory, be able to be exchanged for goods and services (be it a service or a self-representation) and then create a way for this virtual currency to reform the basic concepts of economy. Cline’s willingness to take this jump – that online gaming credits can be parlayed into real, physical goods and services, is a clear allusion to the debate over the efficacy of bitcoin in taking over and changing the basis of the present meaning of currency. For the true geeks, this should be one of the more interesting extrapolations within the story. In the story, because OASIS is so pervasive in society, these online credits have meaning in the physical world. This exaggeration of the idea of a currency based on user agreement that currency has definition only when its users buy into it rings strongly of the bitcoin argument that has flashed the news every few months. Bitcoin has value because users believe in it. OASIS credits have value because users believe in it. This exaggeration of a technological subculture into the main culture is, possibly, for me, the most compelling underlying theme. When the people who use the Internet believe in it as a reality, it becomes the reality.
To be fair, the book also explores the pitfalls of social dissociation that come with the anonymity of the Internet. None of the characters are what they seem. They create the images of themselves that they want others to see. Interestingly, although their physical selves and virtual selves may not always match up, they find a way to be their true personalities only through the anonymity. To tell more would be to spoil the plot. However, most enjoyable in this particular aspect of the story is that the true selves are not what they seem but remain consistent with the personalities displayed in the virtual world. It is this idea that people should have a chance to show who they are without being bound by societal stigmas that again gives a sense of the potential that exists in the present.
Much of Ready Player One explores the idea of the democratization of information through the use of the Internet as originally conceived by its creators. The plot of the book is quick. The characters are likeable. At its heart, though, Ready Player One explores the potential of the Internet to be a brave new world wherein people can reinvent themselves.







