>It seems like, despite the protagonist's fears about IOI turning the OASIS into a soul-less amusement park, that's kind of what the OASIS already was in the story. There wasn't much talk about players generating new worlds and new experiences -- most of the time characters were enjoying the pre-packaged "Lord of the Rings", "Star Trek", or "Dungeons and Dragons" VR worlds, reliving existing ideas again and again. The gunter protagonists weren't off creating fantastic new landscapes or generating culture, they were poring through the ruins of the old trying to find some arcane clue -- and I didn't get the sense that they would be doing that if they didn't have the Hunt to focus on.
>These are interesting things to think about -- and definitely a worrisome part of dystopian visions of VR that turn the ultimate communication/creation tool into a trough full of pre-packaged feed for consumers -- but I don't think that RPO's author was attempting to focus on that. Rather, the sterile emptiness I felt from the OASIS seemed more a result of the author just not describing much that wasn't necessarily "just so" for the plot.