The Power of Nostalgia: How Retro Video Games Helped a Novel Succeed

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Nostalgia is a powerful emotion that can transport us back in time and evoke memories of our past It’s a feeling that can be triggered by a smell, a sound, or even a visual image. For many people, retro video games are a source of nostalgia, reminding them of their childhood and the simpler times of the past. In this article, we’ll explore how the power of nostalgia helped a novel succeed, thanks to its use of retro video games.

The Novel: Ready Player Two

Ready Player Two is a science fiction novel written by Ernest Cline, published in 2020. It’s a sequel to his 2011 novel, Ready Player One, which was a bestseller and later adapted into a successful film directed by Steven Spielberg. The novel is set in a dystopian future where people spend most of their time in a virtual reality world called the OASIS. The story follows the protagonist, Wade Watts, as he embarks on a new adventure to find a hidden Easter egg in the OASIS left by its creator, James Halliday.

The Power of Nostalgia

One of the key elements that made Ready Player One a success was its use of nostalgia. The novel was filled with references to 1980s pop culture, including movies, music, and video games. It appealed to a generation of readers who grew up in the 80s and 90s and were now adults with disposable income. The novel’s success led to a film adaptation, which grossed over $580 million worldwide.

For the sequel, Ready Player Two, Ernest Cline doubled down on the nostalgia factor. The novel is filled with even more references to retro video games, including classic arcade games like Pac-Man and Space Invaders, as well as console games like the Nintendo Entertainment System (NES) and the Sega Genesis. The novel also features a new virtual reality game called the “Tomb of Horrors,” which is based on a classic Dungeons & Dragons module from the 70s.

The Use of Retro Video Games

The use of retro video games in Ready Player Two was a smart move by Ernest Cline. It tapped into the nostalgia of a generation of readers who grew up playing these games and now had disposable income to spend on books. The novel also appealed to a new generation of gamers who were interested in the history of video games and wanted to learn more about the classics.

The use of retro video games also helped to create a sense of immersion in the virtual reality world of the OASIS. The games were used as puzzles and challenges that the characters had to overcome to progress in the story. This made the virtual reality world feel more real and believable, as it was based on the games that the readers were familiar with.

Conclusion

The power of nostalgia is a force to be reckoned with. It can transport us back in time and evoke memories of our past. In the case of Ready Player Two, the use of retro video games helped to create a sense of nostalgia that appealed to a generation of readers who grew up playing these games. It also helped to create a sense of immersion in the virtual reality world of the OASIS. The novel’s success is a testament to the power of nostalgia and its ability to connect with readers on an emotional level.

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