There’s an emerging sub-genre in Science Fiction and Fantasy that centers around stories set in game worlds. In these narratives, characters often enter a virtual game and must navigate it successfully. Alternatively, players might travel through a portal into a genuine game world, or the characters might not be human at all but rather avatars within a game. All these scenarios fall under the umbrella of GameLit.
One of the most notable books in this genre is Ready Player One by Ernest Cline. If you enjoy books like Ready Player One, you're likely interested in GameLit. This book is praised for its humor, 80s cultural references, and its vivid depiction of a dystopian future. However, a major draw for many readers is its extensive virtual world, where characters appear as avatars and embark on a treasure hunt. This aspect of the book is a key example of GameLit.
So, what exactly is GameLit, and how does it differ from LitRPG?
Generally, GameLit and LitRPG are similar, featuring characters who engage with game environments. The story might take place entirely within a game, or characters might face challenges in a game while in avatar form. If a virtual game or RPG-style rules are central to the story, the book is classified as GameLit. Whether it also qualifies as LitRPG depends on the depth of focus on game mechanics.
Many writers in the field after 2014 argue that a character’s progression within a game should be a key aspect of LitRPG, which has led to the creation of the term GameLit. GameLit encompasses stories set in game-like universes that may not necessarily involve traditional elements such as leveling up or skill improvement. Early examples of this broader genre include Chris Van Allsburg's 1981 children's book Jumanji, featuring a magical board game; Neal Stephenson's 1992 cyberpunk novel Snow Crash, which introduced the concept of the metaverse; and Joel Rosenberg's Guardians of the Flame series (1983–2004), where college students are transported into a fantasy role-playing game.
Recent examples of this genre include Ernest Cline’s novels Ready Player One (2011) and Ready Player Two (2020), which explore a virtual reality world called the OASIS filled with 1980s and 1990s arcade game references; Marie Lu’s Warcross (2017) and Wildcard (2018), which follow an online bounty hunter in a game; and Louis Bulaong’s sci-fi books Escapist Dream (2020) and Otaku Girl (2021), which depict a virtual reality world where fans can role-play and harness the abilities of their favorite comic book, anime, movie, and video game characters.
There’s a unique pleasure in reading about characters mastering game challenges, which aligns with the appeal of watching online gaming videos and commentary. Fans of LitRPG are often captivated by seeing how characters advance, level up, and unlock new skills, such as wielding powerful items like the Mace of Face Rearrangement.
In essence, LitRPG is a more focused subset of GameLit, emphasizing detailed exploration of game mechanics and character progression. If you enjoy GameLit, you might also like LitRPG. However, if you prefer to skip the detailed game mechanics and focus on the story, GameLit might be more your style, while LitRPG is perfect for those who enjoy strategic gameplay and character development.
Examples[]
Books[]
- "Ready Player One" by Ernest Cline (2011) - This is perhaps the most famous example, set in a dystopian future where people escape their grim reality by immersing themselves in a vast virtual world called the OASIS. The story follows a teenager who embarks on a quest within this VR universe to find an Easter egg that will grant him immense power and fortune.
- "Snow Crash" by Neal Stephenson (1992) - This novel is a seminal work in the cyberpunk genre and features a virtual reality space called the Metaverse. The protagonist, Hiro Protagonist, navigates both the real world and this digital landscape to uncover a conspiracy involving a new form of drug.
- "Otherland" series by Tad Williams (1996-2001) - This series delves into a complex network of interconnected virtual worlds, where users can experience fantastical adventures. The story revolves around a group of characters who enter these worlds to solve a mystery and uncover a hidden conspiracy.
- "Daemon" by Daniel Suarez (2006) - While not exclusively about VR, this novel features a sophisticated virtual game and simulation system that plays a crucial role in the plot. The story involves a rogue computer program that launches a series of events influencing real-world actions.
- Warcross by Marie Lu
- The Eyes of Minds by James Dashner
- Epic by Konor Knostick
Movies[]
- "Ready Player One" (2018) - Based on Ernest Cline's novel, this film directed by Steven Spielberg is set in a future where people escape their bleak reality by immersing themselves in a massive virtual world called the OASIS.
- "Tron" (1982) - A classic sci-fi film about a computer programmer who is transported into a digital world where he must navigate and survive within a virtual environment.
- "Tron: Legacy" (2010) - A sequel to "Tron," this film continues exploring the digital world and its virtual inhabitants, with updated visual effects and a deeper dive into the virtual landscape.
- "eXistenZ" (1999) - Directed by David Cronenberg, this film delves into the world of VR gaming, focusing on a new and immersive game system that blurs the line between reality and simulation.
TV Series[]
- "Black Mirror" (2011-2019) - Several episodes of this anthology series explore themes related to VR and immersive technology. Notable episodes include "Playtest," which involves a horror VR game,