By Tom Ue and James Munday
Midway through Steven Spielberg’s adaptation of Ernest Cline’s novel Ready Player One (novel, 2011; film, 2018), the central protagonist Wade (Tye Sheridan) returns to the virtual universe of the Ontologically Anthropocentric Sensory Immersive Simulation (OASIS) to consult the Halliday Journals (see Figures 1 and 2).[1] James Halliday (Mark Rylance) is the OASIS’ co-creator and, when he died, he left behind an Easter egg hunt, the prizes of which are his stock in Gregarious Games and control over the OASIS, collectively worth tens of billions of dollars. Ever since, gamers (called egg hunters or “gunters”) have been vying to complete this quest. Central to winning, in both the novel and the film, are Halliday’s notes on his favourite literatures, as well as his thoughts and opinions about miscellaneous matters—mostly in the form of criticism. Our arguments, in what follows, are that Cline and Spielberg offer particular insights into archives and that, by attending to their treatment of information, we can deepen our understanding of the roles of repositories and bodies of knowledge in science fiction. In the novel, Halliday releases Anorak’s Almanac,
a collection of hundreds of Halliday’s undated journal entries. […] Most of the entries were his stream-of-consciousness observations on various classic videogames, science-fiction and fantasy novels, movies, comic books, and ’80s pop culture, mixed with humorous diatribes denouncing everything from organized religion to diet soda. (7)
The Almanac serves as a sort of bible for gunters. Notwithstanding the little it says specifically about the quest, it “seemed to indicate […] that a familiarity with Halliday’s various obsessions would be essential to finding the egg” (7). After all, Halliday created both the Almanac and the egg, and the book, in excess of a thousand pages, appeared just after the quest was announced. Ready Player One, the film, replaces the Almanac, the digital book, with the Journals, a large virtual archive in the OASIS with walls of transparent windows. Instructions about the quest are sparse. When introducing the Journals, Wade explains: “[Halliday] told us to look in his brain. This was the next best thing.” Instead of a book that users can download and print for free, the Journals is tethered to the OASIS: users, via their avatars, visit the building to research the game creator. And instead of written entries, the Journals comprises videos of Halliday’s actual real-life interactions, compiled “from personal photographs, home video recordings, surveillance, and nanny cams. All rendered into a three-dimensional virtual experience.”


Figures 1 and 2. Wade visits the Halliday Journals.
Continue reading “Archives, Information, and Fandom in Ernest Cline’s and Steven Spielberg’s Ready Player One“