It's been a while
Cybertavern patrons. You're probably wondering why I haven't posted
just about anything last week. Well I owe you an explanation.
Simply put, I had to
pull the plug for a while.
Turn off the news,
turn off social media, and take a while to recharge my mental and
creative batteries.
And to recharge
myself there's only one thing I know to do: read some books. When you
do a lot of critical thinking about such things like animation or
gaming, it's always good to go back to the basics and enjoy the vast
plethora of imaginative and intellectually fulfilling majesty that is
the written word.
I finally finished
up Jim Butcher's first installment in his new Cinder Spires series,
The Aeronaut's Windlass. A swashbuckling tale of sci-fi
steampunk with giant spider monsters, airships, crazy magic users and
talking warrior cat tribes. Just silly and pulpy enough to be a fun
read.
Also due to the
pending release of its cynical Hollywood mandated remake, I am
finally plunging into the 1,500 page monster that is Steven King's
It. The book is one hell of a slow boil, but if you want a
crash course in how much detail is enough in terms of imagery and character expression, this is a good case study. Also despite
the silliness of the made-for-TV miniseries with Tim Curry, the book
is still creepy as hell and pretty nasty with its subject matter.
Kids getting mutilated, profanity and 1980s flavored homophobia,
there's a reason why an R rating is a must for a more appropriate
adaptation of this material. I'm not even a tenth of the way through
the book but I'll keep you posted.
In terms of comics I
finally read through the entirety of Bryan Lee O' Malley's Scott
Pilgrim vs. The World series. I enjoyed the Edgar Wright movie
for what it was but the comics are on a whole different level. While
the movie was basically a Win The Girl story with young man-child
protagonist and a lot of video game references thrown, the comic is a
lot more nuanced. Going into detail about the entire supporting cast,
humanizing the main relationship between Scott Pilgrim and Ramona
Flowers, and following through on the biggest message that got lost
in translation: adulthood doesn't just happen overnight. In fact, you
may see me take a Jump to that world in Multiverse Desperado down the
line, assuming the Reapers of Mass Effect don't kill me of
course.
Well enough beating
around the bush, it's time to get to the title of this post, my
thoughts on Ernest Cline's Ready Player One.
Usually on Sidequest
Corner I try to keep my posts rooted in game design or game industry
stuff, quick and brief examinations of stuff that has been on my
mind that leaves me concerned or excited for the future, but for this
post I do want to expand this to talking about gamer culture and how
it has deified this book as “The Holy Grail of Nerd Culture.”
Mostly because I
find the whole thing to be a lot of hogwash. A fantasy for a bunch of
people who spend too much time playing and not enough time broadening
their horizons. Worse still, it's pitched to people who practically
have a monopoly on other sci-fi or nerd culture stuff aimed directly
at their sensibilities.
Put the laser guns
down. Hear me out.
First, a brief
synopsis. The book takes place in a dystopian near-future in the year
2040. Everything has gone to crap with a grabbag of factors. Low
housing, high population, corporate sleaze, pick your social poison,
it's here. But the masses have learned to cope with this crappy world
by using a mash-up of VR, social media, and gaming with a program
called The Oasis. You plug yourself into your rig, slap on the
headset, and suddenly you are the master of your own destiny. You can
hold a job there, go to school, and of course go on futuristic video
game sessions like a realistic World of Warcraft Raid or whatever.
The world is
terrible and you've been screwed over, so escape to The Oasis and
make a new life among your dreams says the book.
As for the core
conflict, the head of one of the major corporations who created The
Oasis dies and leaves an elaborate scavenger hunt in the program.
First one to find all the keys and beat all of the challenges gets
his fortune.
Guess what these
keys and challenges are based off of? 80's nerd culture. Don't worry
if you don't understand any of them though, because the protagonist
will explain every single one of them to you.
Remember Monty
Python?
Remember Zork?
Remember Joust?
Remember Pac-Man?
Remember He-Man? Remember Transformers? Remember Thundercats?
Remember War Games? That movie with Matthew Broderick where they play
chess against a computer? It was a really long time ago so you
probably don't.
I am not
exaggerating. That is how the author does it.
And this is where
Ready Player One is its most nakedly pandering. An entire
sixty years later and for the most tangential reason imaginable, the
guy who kicks the bucket being raised in the era, people are
completely enamored with 80s pop culture. The sociological primordial
ooze that gave birth to what would become gaming and nerd culture as
we know it today. After SIXTY YEARS of many developments happening in
the world – such as the rise of gamification in the work place,
literally taking the structure of ritualistic repetitive activity and
using it to help improve productivity and morale in the work place
across ALL FORMS OF LABOR to say nothing of what else could have
developed in decade's leading up to the story's present –
apparently doesn't get better than the decade that gave us cartoons
designed to get you to buy merchandise, unchecked corporate excess
full of hookers and blow, and melodic but also lyrically and
intellectually shallow rock and roll.
From here the book
is basically an adventure quest. Main hero gets allies, starts
looking for keys, deals with rival gangs and factions, love interest
is introduced, things get intense when hero's allies get attacked in
the real world while plugged in, and it resolves when the hero wins
the prize and is told that reality is important and it should be
lived, not wasted away by living in a fantasy. A message that screams
of hypocrisy since the main hero basically became a billionaire by
wallowing in a fantasy world created by one's love of the past.
There is a skeleton
of a compelling sci-fi story in this book, which is why I'm actually
interested in seeing how Steven Spielberg adapts the material, but so
much of it is destroyed by it being so utterly pleased with itself.
It doesn't just love 80s culture, it wants to emulate it, even to its
own detriment.
Think about it. The
crux of 80s pop culture was founded by the Reagan Adminstration
taking a lot of marketing restrictions off of companies so they could
go hog wild with selling entertainment and products, which was
putting more money into the economy which was fueling initiatives to
fight against the Communist threat in the Cold War. Buy Transformers,
buy the bigger meal at McDonald's, buy and consume so we can stick it
to the ruskies, it's the American Way!
You know what else
contextualizes the mass population paying for stuff by big companies
in order to feel comfort or safety in an uncertain world? Dystopian
sci-fi stories. And in both instances, the result is usually
short-term profit but with long-term problems, be it either a housing
or job crisis down the line when the bubble pops or a rebellion by a bunch of punks who
won't take oppression anymore. This parallel is not even mentioned.
Also, for a book
from an author that loves sci-fi and gaming culture so much, I find
it disgusting that it does not take into account various uses The
Oasis could have used to prevent the world from going to crap.
Tangential Learning, or the way you can learn various skills or ideas
by shear virtue of being introduced to them in a different context.
Games like Kerbal Space Program do a great job of expressing the
complexity of space rocket launches done by NASA for example. Yes, it
is used as an education tool, but it only seems to be for the sake of
maintaining and perpetuating the program.
There is also the complete
missed opportunity of Augmented Reality Games, experiences that use
the real world as its base rather than a virtual interface. Pokemon
Go is a fantastic example of this, and not only has it been great for
getting people into healthy habits of walking every once in a while,
there are also countless stories of how it helped small businesses thrive. The book was published in 2010, and this
type of game experience has been around in smaller capacities around
that time, but apparently Ernest couldn't figure out how to work
Galaga into it or whatever.
But probably the
most aggravating of all is how much the 80's themes of personal
empowerment and prosperity should reinforce one of the greatest
triumphs of gamer culture: translating skills learned into a career
to better the world. Not give up gaming as "kid stuff" but using what you learned through your hobby to better yourself as a person while still keeping it as a part of your life. Worse it reinforces, even glorifies one of the most
unhealthy stereotypes of gamer culture: that the world isn't going to
get any better so just sit down and play.
Once again, a theme
of 80s pop culture was the prevailing idea that you should
continuously strive for riches and material wealth, which was equated
with happiness and fulfillment, by always plugging away. Marty McFly
in Back to the Future has this happen to him at the end of the movie
when he changes history. Do his parents have a more loving mutual
marriage shown with more passionate and worldly members of the family
embracing each other? Nope. McFly gets a present of a big honking
truck, his brother and sister all have on fancy suits and rush out of
the house because they got well-paying jobs, and his dad is now an
accomplished sci-fi author. And the bully that used to torment
Marty's dad? He washes their car and does chores for them. All of
this because through the events of the film, Marty helped his dad get
off his ass and fight for what was important to him. And it paid off
in spades.
Meanwhile, our
allegedly lovable everyman schlub in RPO has a vast understanding of
80s culture, is great at pattern recognition, is able to coordinate
dangerous situations under pressure with several allies showcasing
resource management and human resource management skills, he
apparently is fantastic at coding because at one point he hacks into
the police station and steals vital information to save his friends.
Yet not once does he
parlay any of these skills into a job or career that pulls him out of
the boonies. He's an antisocial hermit says the book? Look at my
above examples and tell me if that sounds like someone whose
antisocial. Also, remote office work is a thing that we have now,
there is literally no excuse.
But apparently it
all worked out. He stayed locked away, played his games, and then
suddenly became a billionaire. Not through tournaments like a video
game answer to Rocky, but because he remembered how cool the 80s was
and remembered cheat codes for Joust.
Ready Player One is
unbelievably smug and self-satisfied with itself. It preaches to the
choir, it loves hearing itself talk, and for a sci-fi story there are
so many problems with it it makes me want to scream bloody murder.
Almost no research was done in making things believable and
everything about it is surface level, hackneyed and boring. To hold
it up as “The Holy Grail of Nerd Culture” massively under values
nerd culture as well as overvalue a book and author who could have
used a second draft.
All of that being
said, I will still check out Steven Spielberg's film adaptation
because he notoriously makes film adaptations that are lightly based
on the source material, adding in depth and nuance and a spinkle of
whimsy to whatever he makes.
I mean, have you
tried reading Michael Crichton's Jurassic Park? Very different story.
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