Ready Player One

 

James Donovan Halliday was born on June 12, 1972, in Middletown, Ohio. He was an only child. His father was an alcoholic machine operator and his mother was a bipolar waitress.

 

By all accounts, James was a bright boy, but socially inept. He had an extremely difficult time communicating with the people around him. Despite his obvious intelligence, he did poorly in school, because most of his attention was focused on computers, comic books, sci-fi and fantasy novels, movies, and above all else, videogames.

 

One day in junior high, Halliday was sitting alone in the cafeteria reading a Dungeons & Dragons Player’s Handbook. The game fascinated him, but he’d never actually played it, because he’d never had any friends to play it with. A boy in his class named Ogden Morrow noticed what Halliday was reading and invited him to attend one of the weekly D&D gaming sessions held at his house. There, in Morrow’s basement, Halliday was introduced to an entire group of “mega geeks” just like himself. They immediately accepted him as one of their own, and for the first time in his life, James Halliday had a circle of friends.

 

Ogden Morrow eventually became Halliday’s business partner, collaborator, and best friend. Many would later liken the pairing of Morrow and Halliday to that of Jobs and Wozniak or Lennon and McCartney. It was a partnership destined to alter the course of human history.

 

At age fifteen, Halliday created his first videogame, Anorak’s Quest. He programmed it in BASIC on a TRS-80 Color Computer he’d received the previous Christmas (though he’d asked his parents for the slightly more expensive Commodore 64). Anorak’s Quest was an adventure game set in Chthonia, the fantasy world Halliday had created for his high-school Dungeons & Dragons campaign. “Anorak” was a nickname Halliday had been given by a female British exchange student at his high school. He liked the name Anorak so much that he’d used it for his favorite D&D character, the powerful wizard who later appeared in many of his videogames.

 

Halliday created Anorak’s Quest for fun, to share with the guys in his D&D gaming group. They all found the game addictive, and lost countless hours attempting to solve its intricate riddles and puzzles. Ogden Morrow convinced Halliday that Anorak’s Quest was better than most of the computer games currently on the market, and encouraged him to try selling it. He helped Halliday create some simple cover artwork for the game, and together, the two of them hand-copied Anorak’s Quest onto dozens of 5?-inch floppy disks and stuck them into Ziploc bags along with a single photocopied sheet of instructions. They began selling the game on the software rack at their local computer store. Before long, they couldn’t make copies fast enough to meet the demand.

 

Morrow and Halliday decided to start their own videogame company, Gregarious Games, which initially operated out of Morrow’s basement. Halliday programmed new versions of Anorak’s Quest for the Atari 800XL, Apple II, and Commodore 64 computers, and Morrow began placing ads for the game in the back of several computer magazines. Within six months, Anorak’s Quest became a national bestseller.

 

Halliday and Morrow almost didn’t graduate from high school because they spent most of their senior year working on Anorak’s Quest II. And instead of going off to college, they both focused all of their energy on their new company, which had now grown too large for Morrow’s basement. In 1990, Gregarious Games moved into its first real office, located in a run-down strip mall in Columbus, Ohio.

 

Over the next decade, the small company took the videogame industry by storm, releasing a series of bestselling action and adventure games, all using a groundbreaking first-person graphics engine created by Halliday. Gregarious Games set a new standard for immersive gaming, and every time they released a new title, it pushed the envelope of what seemed possible on the computer hardware available at the time.

 

The rotund Ogden Morrow was naturally charismatic, and he handled all of the company’s business affairs and public relations. At every Gregarious Games press conference, Morrow grinned infectiously from behind his unruly beard and wire-rimmed spectacles, using his natural gift for hype and hyperbole. Halliday seemed to be Morrow’s polar opposite in every way. He was tall, gaunt, and painfully shy, and he preferred to stay out of the limelight.

 

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