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Ready Player One - Ernest Cline [29]

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a teenager. Halliday seemed to expect everyone around him to share his obsessions, and he often lashed out at those who didn’t. He was known to fire longtime employees for not recognizing an obscure line of movie dialogue he quoted, or if he discovered they weren’t familiar with one of his favorite cartoons, comic books, or videogames. (Ogden Morrow would always hire the employee back, usually without Halliday ever noticing.)

As the years went on, Halliday’s already-stunted social skills seemed to deteriorate even further. (Several exhaustive psychological studies were done on Halliday following his death, and his obsessive adherence to routine and preoccupation with a few obscure areas of interest led many psychologists to conclude that Halliday had suffered from Asperger’s syndrome, or from some other form of high-functioning autism.)

Despite his eccentricities, no one ever questioned Halliday’s genius. The games he created were addictive and wildly popular. By the end of the twentieth century, Halliday was widely recognized as the greatest videogame designer of his generation—and, some would argue, of all time.

Ogden Morrow was a brilliant programmer in his own right, but his true talent was his knack for business. In addition to collaborating on the company’s games, he masterminded all of their early marketing campaigns and shareware distribution schemes, with astounding results. When Gregarious Games finally went public, their stock immediately shot into the stratosphere.

By their thirtieth birthdays, Halliday and Morrow were both multimillionaires. They purchased mansions on the same street. Morrow bought a Lamborghini, took several long vacations, and traveled the world. Halliday bought and restored one of the original DeLoreans used in the Back to the Future films, continued to spend nearly all of his time welded to a computer keyboard, and used his newfound wealth to amass what would eventually become the world’s largest private collection of classic videogames, Star Wars action figures, vintage lunch boxes, and comic books.

At the height of its success, Gregarious Games appeared to fall dormant. Several years elapsed during which they released no new games. Morrow made cryptic announcements, saying the company was working on an ambitious project that would move them in an entirely new direction. Rumors began to circulate that Gregarious Games was developing some sort of new computer gaming hardware and that this secret project was rapidly exhausting the company’s considerable financial resources. There were also indications that both Halliday and Morrow had invested most of their own personal fortunes in the company’s new endeavor. Word began to spread that Gregarious Games was in danger of going bankrupt.

Then, in December 2012, Gregarious Games rebranded itself as Gregarious Simulation Systems, and under this new banner they launched their flagship product, the only product GSS would ever release: the OASIS—the Ontologically Anthropocentric Sensory Immersive Simulation.

The OASIS would ultimately change the way people around the world lived, worked, and communicated. It would transform entertainment, social networking, and even global politics. Even though it was initially marketed as a new kind of massively multiplayer online game, the OASIS quickly evolved into a new way of life.

In the days before the OASIS, massively multiplayer online games (MMOs) were among the first shared synthetic environments. They allowed thousands of players to simultaneously coexist inside a simulated world, which they connected to via the Internet. The overall size of these environments was relatively small, usually just a single world, or a dozen or so small planets. MMO players could only see these online environments through a small two-dimensional window—their desktop computer monitor—and they could only interact with it by using keyboards, mice, and other crude input devices.

Gregarious Simulation Systems elevated the MMO concept to an entirely new level. The OASIS didn’t limit its users to just one planet, or

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