First, I have not read Ready Player One.
I've thought about reading it for a while, now, because, evidently, it made a big splash in certain circles. It's one of those books that I would read for the sake of seeing what the big deal is as opposed to having any real interest in the genre or the subject matter. HOWEVER...
After seeing the movie, I have lost all desire to read the book.
And that is a failing on the part of the movie. If an adaptation is good, it will give you a desire to seek out the source material, and this movie killed the desire I already had in reading the book.
Well, Ernest Cline probably played a part in that, too. I heard an interview with him where he goes on and on, basically, about how great he is and how original his novel is and how no one had ever done anything like that before...
Wait a minute! Original? Does he actually think his idea about a virtual world is original? Because that's what he said.
But, maybe, he comes from an alternate Earth where Snow Crash and the Otherland series and a plethora of other novels were never written so he thought he was first. Except I'm sure that's not the case. He's just one of those guys who is full of himself. Maybe it was because his book was a smash hit, but, honestly, he's probably been like that his whole life.
The lacklusterness of the movie didn't do anything to convince me otherwise.
Yes, I just called the movie "lackluster," which is not to say that it wasn't full of luster. It's shiny and sparkly and full of sheen. It is, after all, Spielberg, and the man knows how to make a movie. So, if you just want to wallow in the visual extravagance of it all, this movie will do it for you. It's like a reflecting pool.
Which is to say that it's shallow.
Shallow as heck.
It has one message: People spend too much time online.
It has one message, and the movie isn't really subtle about its presentation of it: People spend too much time online.
It has one message that they are so worried you won't get that they slap you in the face with it at the end of the movie: Get the fuck off your computer a couple of days a week!
Okay, so they're not quite that aggressive with it, but it's close. It is a PG-13 movie, after all.
Part of the draw for me for seeing the movie was the supposed 80s pop culture theme. I mean, I grew up in the 80s so, of course, that was a draw. The problem, then, is that this is just not true. Which is not to say that the movie doesn't have 80s pop culture references; the protagonist does, after all, drive a DeLorean. But it's misleading to say that the movie is a tribute to the 80s. Actually, that's an outright lie. It's not the 80s that the movie is a tribute to but pop culture itself. Sure, the 80s gets plenty of screen time, but the movie opens with a nod to Minecraft and soon follows with a twister reminiscent of The Wizard of Oz, neither of which have anything to do with the 80s. The Atari and D&D references are more appropriately attributed to the 70s.
There's nothing wrong with all of the other pop culture references -- I think it's better, in fact -- I just find the misrepresentation, mostly on the part of viewers from what I can tell, to be interesting. Maybe people seeing the movie are missing the non-80s references? Or, maybe, because there are a lot of video game references, they have no context at all for getting those? Or maybe they're placing other references they're familiar with into the 80s because that's when they became familiar with said reference. Like Willy Wonka, also from the 70s. I don't know.
People are weird.
To be clear, it's not a bad movie. The movie is thoroughly enjoyable in a cotton candy kind of way. It's visually exciting and won't tax your brain by giving you any thoughts or asking you to figure anything out. It's also totally forgettable, which I find unfortunate. Like cotton candy, it's going to melt in your mouth before you ever get a chance to swallow; I just find myself preferring things with more substance these days. Or all of my days, actually, I suppose.
No stand out performances, either. They're all adequate, but no one worth mentioning, not even Simon Pegg, though he's as enjoyable as ever.
About writing. And reading. And being published. Or not published. On working on being published. Tangents into the pop culture world to come. Especially about movies. And comic books. And movies from comic books.
Showing posts with label Otherland. Show all posts
Showing posts with label Otherland. Show all posts
Sunday, April 22, 2018
Tuesday, April 24, 2012
The A to Z of Fiction to Reality: Virtual Reality
Back in the mid-80's, on a trip to (the one, true) Six Flags, I had my first encounter with virtual reality. They had a station set up where you could experience it yourself for the low, low price of $10 (or something like that). You put on a set of VR goggles, walked on a treadmill, and shot at things. What made it interesting is that they had a monitor set up so that other people could see what you were seeing. There were obstacles that you had to dodge; some of them would fly out at you suddenly, so it was amusing to watch as the people doing the simulation would duck and, um, sometimes, actually fall down because they were caught off guard by something. I didn't actually do the thing, because I didn't want to spend $10 on something that lasted two minutes, but I had a couple of friends who did; one of them even did it twice. They were very impressed and said it felt like they were right there with things flying at their heads. It was, of course, the '80s when the idea of virtual reality really leaped into popular awareness. Right along with the personal computer. Of course, back in the '80s, we all thought we'd be in a virtual world by this point.
But how far back does virtual reality go?
Well, that's an interesting question, and I'm going to answer it from two perspectives:
First, in the 1950s, Morton Heilig decided that going to the theater should be a fully immersive experience. He began working on his Sensorama which finally came out in 1962. The only piece ever produced was of the viewer riding the streets of Brooklyn on a motorcycle. It was much more than 3D, also providing the vibrations of the motorcycle, the wind on the face, and the smells of the street as the viewer "rode" along. However, the cost of producing the 3D films was just too high, and the Sensorama failed to catch on.
But what we think of as virtual reality really was a product of the '80s and stemmed almost solely from the work of Jaron Lanier. He founded VPL Research in 1985, which is the company that produced the famous goggles and gloves that we all think of when we think of VR.
The biggest issue with VR at the moment is that it's actually much more advanced than we realize. Quite advanced, in fact, within the medical field and the military. I suppose the high cost of VR systems is still keeping it out of the consumer market.
Except in one thing... the building of virtual worlds. The video game industry has become adept at creating worlds, and there have been some amazing strides in that area in recent years. The one I think is the most important is the development of the virtual world in The Force Unleashed. It's the first game world to apply "real" physics to the environment rather than just having the same programmed response every time. Here's a short video that talks about it a bit (although this one is not as good at explaining the significance of what they're doing as the couple I saw back when the game was first coming out, but I couldn't find those):
Some of this technology is related to the stuff ILM developed for Peter Jackson for The Lord of the Rings so that the armies would behave... well, autonomously instead of having groups of soldiers all doing the same thing.
So that's kind of where we are, right now, but from where did all of this come from from a fiction standpoint?
For that, we're going to go back to 1935 and the short story "Pygmalion's Spectacles" by Stanley Weinbaum. In the story, a professor has invented a pair of goggles that allows you to experience a movie as if you were in the movie including interacting with the characters. How familiar does that sound?
Remember Stanislaw Lem (from this post)? Well, in 1960, he had a short story, "IJON TICHY'S MEMORIES," in which a scientist creates an entire virtual world (and, evidently, traps people within it). Trapped in this virtual world is another scientist who creates a virtual world. Yes, within the first one.
And, of course, there's William Gibson with Neuromancer, which I find to be less of virtual reality, as such, and more just a visual representation of cyberspace, even if it is a virtual world.
We also have to jump right back to this post about Snow Crash.
In movies, we have Tron and The Matrix as two of the best examples of virtual reality in fiction.
For me, there was Tad Williams' Otherland series. Virtual reality is to the point where people have jacks implanted in the base of their skulls so that they can plug directly into the virtual network and experience everything by having their brains directly stimulated. It's interesting, though, in that during the course of the books, he shows us how the technology evolved in the world he created. What's interesting is that some of our newest advances in virtual reality have an eerie resemblance to antiquated VR tech in his books.
Here's what it comes down to for me:
When VR becomes a thing that people can enter into and experience as if it was real life, people will not want to leave it. There are already issues with people and the virtual worlds they already have access to, and these worlds are not... well, we don't experience them as if they are happening to us. But there have been cases of child neglect and abuse from parents becoming too immersed in these worlds. There have been cases of people going without food or water to the point of death. And these are just worlds that you experience through a keyboard. Imagine what it will be like when you can have full sensory input. Feel things. Smell things. Even taste things. And it can be better than your life in the "real" world.
Of all things I've talked about in this series, this is the one that I find the scariest. I think we're closer to realizing this one than many of the others. And, more than any of the others, this is the one into which we will go voluntarily.
[Oh, and I did some more digging, and I found the other videos I was talking about.]
But how far back does virtual reality go?
Well, that's an interesting question, and I'm going to answer it from two perspectives:
First, in the 1950s, Morton Heilig decided that going to the theater should be a fully immersive experience. He began working on his Sensorama which finally came out in 1962. The only piece ever produced was of the viewer riding the streets of Brooklyn on a motorcycle. It was much more than 3D, also providing the vibrations of the motorcycle, the wind on the face, and the smells of the street as the viewer "rode" along. However, the cost of producing the 3D films was just too high, and the Sensorama failed to catch on.
But what we think of as virtual reality really was a product of the '80s and stemmed almost solely from the work of Jaron Lanier. He founded VPL Research in 1985, which is the company that produced the famous goggles and gloves that we all think of when we think of VR.
The biggest issue with VR at the moment is that it's actually much more advanced than we realize. Quite advanced, in fact, within the medical field and the military. I suppose the high cost of VR systems is still keeping it out of the consumer market.
Except in one thing... the building of virtual worlds. The video game industry has become adept at creating worlds, and there have been some amazing strides in that area in recent years. The one I think is the most important is the development of the virtual world in The Force Unleashed. It's the first game world to apply "real" physics to the environment rather than just having the same programmed response every time. Here's a short video that talks about it a bit (although this one is not as good at explaining the significance of what they're doing as the couple I saw back when the game was first coming out, but I couldn't find those):
Some of this technology is related to the stuff ILM developed for Peter Jackson for The Lord of the Rings so that the armies would behave... well, autonomously instead of having groups of soldiers all doing the same thing.
So that's kind of where we are, right now, but from where did all of this come from from a fiction standpoint?
For that, we're going to go back to 1935 and the short story "Pygmalion's Spectacles" by Stanley Weinbaum. In the story, a professor has invented a pair of goggles that allows you to experience a movie as if you were in the movie including interacting with the characters. How familiar does that sound?
Remember Stanislaw Lem (from this post)? Well, in 1960, he had a short story, "IJON TICHY'S MEMORIES," in which a scientist creates an entire virtual world (and, evidently, traps people within it). Trapped in this virtual world is another scientist who creates a virtual world. Yes, within the first one.
And, of course, there's William Gibson with Neuromancer, which I find to be less of virtual reality, as such, and more just a visual representation of cyberspace, even if it is a virtual world.
We also have to jump right back to this post about Snow Crash.
In movies, we have Tron and The Matrix as two of the best examples of virtual reality in fiction.
For me, there was Tad Williams' Otherland series. Virtual reality is to the point where people have jacks implanted in the base of their skulls so that they can plug directly into the virtual network and experience everything by having their brains directly stimulated. It's interesting, though, in that during the course of the books, he shows us how the technology evolved in the world he created. What's interesting is that some of our newest advances in virtual reality have an eerie resemblance to antiquated VR tech in his books.
Here's what it comes down to for me:
When VR becomes a thing that people can enter into and experience as if it was real life, people will not want to leave it. There are already issues with people and the virtual worlds they already have access to, and these worlds are not... well, we don't experience them as if they are happening to us. But there have been cases of child neglect and abuse from parents becoming too immersed in these worlds. There have been cases of people going without food or water to the point of death. And these are just worlds that you experience through a keyboard. Imagine what it will be like when you can have full sensory input. Feel things. Smell things. Even taste things. And it can be better than your life in the "real" world.
Of all things I've talked about in this series, this is the one that I find the scariest. I think we're closer to realizing this one than many of the others. And, more than any of the others, this is the one into which we will go voluntarily.
[Oh, and I did some more digging, and I found the other videos I was talking about.]
Labels:
a to z,
Force Unleashed,
ILM,
Matrix,
Morton Heilig,
Neuromancer,
Otherland,
Pygmalion's Spectacles,
Snow Crash,
Stanislaw Lem,
Stanley Weinbaum,
Star Wars,
Tad Williams,
Tron,
virtual reality,
William Gibson
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