Ready Player One

I spent the majority of my time in my Shaptic Technologies HC5000 fully adjustable haptic chair. It was suspended by two jointed robotic arms anchored to my apartment’s walls and ceiling. These arms could rotate the chair on all four axes, so when I was strapped in to it, the unit could flip, spin, or shake my body to create the sensation that I was falling, flying, or sitting behind the wheel of a nuclear-powered rocket sled hurtling at Mach 2 through a canyon on the fourth moon of Altair VI.

 

The chair worked in conjunction with my Shaptic Bootsuit, a full-body haptic feedback suit. It covered every inch of my body from the neck down and had discreet openings so I could relieve myself without removing the entire thing. The outside of the suit was covered with an elaborate exoskeleton, a network of artificial tendons and joints that could both sense and inhibit my movements. Built into the inside of the suit was a weblike network of miniature actuators that made contact with my skin every few centimeters. These could be activated in small or large groups for the purpose of tactile simulation—to make my skin feel things that weren’t really there. They could convincingly simulate the sensation of a tap on the shoulder, a kick to the shin, or a gunshot in the chest. (Built-in safety software prevented my rig from actually causing me any physical harm, so a simulated gunshot actually felt more like a weak punch.) I had an identical backup suit hanging in the MoshWash cleaning unit in the corner of the room. These two haptic suits made up my entire wardrobe. My old street clothes were buried somewhere in the closet, collecting dust.

 

On my hands, I wore a pair of state-of-the-art Okagami IdleHands haptic datagloves. Special tactile feedback pads covered both palms, allowing the gloves to create the illusion that I was touching objects and surfaces that didn’t actually exist.

 

My visor was a brand-new pair of Dinatro RLR-7800 WreckSpex, featuring a top-of-the-line virtual retinal display. The visor drew the OASIS directly onto my retinas, at the highest frame rate and resolution perceptible to the human eye. The real world looked washed-out and blurry by comparison. The RLR-7800 was a not-yet-available-to-the-plebian-masses prototype, but I had an endorsement deal with Dinatro, so they sent me free gear (shipped to me through a series of remailing services, which I used to maintain my anonymity).

 

My AboundSound audio system consisted of an array of ultrathin speakers mounted on the apartment’s walls, floor, and ceiling, providing 360 degrees of perfect spatial pin-drop sound reproduction. And the Mjolnur subwoofer was powerful enough to make my back teeth vibrate.

 

The Olfatrix smell tower in the corner was capable of generating over two thousand discernible odors. A rose garden, salty ocean wind, burning cordite—the tower could convincingly re-create them all. It also doubled as an industrial-strength air conditioner/purifier, which was primarily what I used it for. A lot of jokers liked to code really horrific smells into their simulations, just to mess with people who owned smell towers, so I usually left the odor generator disabled, unless I was in a part of the OASIS where I thought being able to smell my surroundings might prove useful.

 

On the floor, directly underneath my suspended haptic chair, was my Okagami Runaround omnidirectional treadmill. (“No matter where you go, there you are” was the manufacturer’s slogan.) The treadmill was about two meters square and six centimeters thick. When it was activated, I could run at top speed in any direction and never reach the edge of the platform. If I changed direction, the treadmill would sense it, and its rolling surface would change direction to match me, always keeping my body near the center of its platform. This model was also equipped with built-in lifts and an amorphous surface, so that it could simulate walking up inclines and staircases.

 

You could also purchase an ACHD (anatomically correct haptic doll), if you wanted to have more “intimate” encounters inside the OASIS. ACHDs came in male, female, and dual-sex models, and were available with a wide array of options. Realistic latex skin. Servomotor-driven endoskeletons. Simulated musculature. And all of the attendant appendages and orifices one would imagine.

 

Driven by loneliness, curiosity, and raging teen hormones, I’d purchased a midrange ACHD, the Shaptic überBetty, a few weeks after Art3mis stopped speaking to me. After spending several highly unproductive days inside a stand-alone brothel simulation called the Pleasuredome, I’d gotten rid of the doll, out of a combination of shame and self-preservation. I’d wasted thousands of credits, missed a whole week of work, and was on the verge of completely abandoning my quest for the egg when I confronted the grim realization that virtual sex, no matter how realistic, was really nothing but glorified, computer-assisted masturbation. At the end of the day, I was still a virgin, all alone in a dark room, humping a lubed-up robot. So I got rid of the ACHD and went back to spanking the monkey the old-fashioned way.

 

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