Dave Eggers' new thriller: Beware of the IT crowd

Despite a climax involving a leadenly symbolic, Jurassic Park-style “feeding experiment” in the Circle’s aquariums, The Circle is the well-managed thriller Eggers plainly intended it to be.

The Circle
Dave Eggers
Hamish Hamilton, 512pp, £18.99

Dave Eggers’s heartfelt new thriller has an unlikely saint. Mercer is a humourless, squat young man in his early twenties who makes chandeliers out of antlers but in a near future in which the power of independent thought has been commandeered by the Circle, a tech company the size of Google and Facebook smashed together and squared, he has a crucial voice. “The world has dorkified itself,” he protests – but no one is listening to him.

The novel’s lead character is Mae, Mercer’s ex-girlfriend, who loathes him with all the vehemence of a girl in her early twenties eager to disown her younger self. The story begins on Mae’s first day working for the Circle – “a blur of glass rooms and brief, impossibly warm introductions”. Mae’s best friend, Annie, has helped her get the job. Eggers sets up a neat chick-lit division of characteristics between them: Annie is the tall, thin, naturally blonde one with a “mysterious core sense of destiny”, a tonne of old “Mayflower” money and an existing prestige in the company; Mae is more ordinary, middle class – and, ultimately, robust.

Right away, the Circle seems to have the makings of a cult. Its “campus” is the venue for endless after-work events designed to enthral the young workforce; there are “shuttles” to take them home when they are drunk and rooms for the increasing number who choose never to leave. There is a large-scale drive to generate a sense of specialness. In “the Great Hall”, the “Circlers” assemble to enjoy early access to Circle innovations. Though the products are flagrantly designed to appeal to them as consumers, they give credulous whoops of assent. Mae’s seduction by the Circle is total. Her job is to manage a relentless “chute” of user questions on an ever-increasing number of screens and at the same time answer consumer surveys using a headset, and yet “Mae knew she never wanted to work – never wanted to be anywhere else”.

The Circle is a fizzy mix of entertainment and ideological debate but it makes few claims to being a work of art. Eggers makes no use of the structure to add to the texture of his world – the story has a neat beginning, middle and end, divided into three “books”. The writing, line by line, is mostly inconspicuous but sometimes rushed – in the aquarium, “The shark was still holding still” – and the characters often speak as if enlisted in a stiff Platonic dialogue. At dinner with Mae, Mercer says, “I mean, like everything else you guys are pushing, it sounds perfect . . . but it carries with it more control, more central tracking of everything we do.” Mae replies, “Mercer, the Circle is a group of people like me. Are you saying we’re all in a room somewhere . . . planning world domination?”

Comparably thudding are Mae’s kayaking trips, which symbolise a private involvement with the physical world that she and other Circlers are throwing away. Seal sightings, like guys who make chandeliers out of antlers, are an under-realised rival to Eggers’s hi-tech world. When, at a moment of crisis, Mae is begged by another character to abandon her job, his alternative is another kind of smug fantasy life: “We can hike through Tibet . . . We can sail around the world in a boat we built ourselves.”

But there is no questioning Eggers’s inventiveness. As utopian tech vision is tarnished by capitalist drive, the Circle’s products grow increasingly macabre. A kind of doublethink is soon required to justify its infringements of privacy and liberty: “Caring is sharing” and “Equal access to all possible human experiences is a basic human right” are two infocommunist slogans. Ideas become products at white-knuckle speed. Mae suggests that if voting were done online through the Circle servers, it might be made mandatory. A day later, she receives a “zing” (a tweet, but it makes for a neater verb) from her boss: “We’re calling it Demoxie . . . It’s democracy with your voice and your moxie.”

Given the energy he devotes to detailing his vision of the Circle, it’s striking that Eggers does not attempt to locate it in its historical context. He seems incurious about why this particular generation of twentysomethings should be so intolerant of anxiety and so ready to believe in self-aggrandising “rights”. He takes care to dramatise their existential terrors – Annie’s jokes about the decrepitude of Mae’s love interest (he has grey in his hair and may be over 30) attain a pathological quality, for instance – but makes no hint at what has created this group of cerebral infants.

Despite a climax involving a leadenly symbolic, Jurassic Park-style “feeding experiment” in the Circle’s aquariums, The Circle is the well-managed thriller Eggers plainly intended it to be. If it weren’t for his pitchperfect rendition of tech grandiosity, there would be no reason to long for the wiser satire he might have given us.

Could Google + Facebook = something like The Circle? Image: Getty

This article first appeared in the 17 October 2013 issue of the New Statesman, The Austerity Pope

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It’s been 25 years since the Super Nintendo and Sega Mega Drive were released – what’s changed?

Gaming may be a lonelier pusuit now, but there have been positive changes you can console yourselves with too.

Let's not act as if neither of us knows anything about gaming, regardless of how old we are. Surely you'll remember the Super Nintendo console (SNES) and Sega's Mega Drive (or Genesis, if you're an American)? Well, it's now been 25 years since they were released. OK, fine, it's been 25 years since the SNES' debut in Japan, whereas the Mega Drive was released 25 years ago only in Europe, having arrived in Asia and North America a bit earlier, but you get the idea.

Sonic the Hedgehog by Sega

It's amazing to think a quarter of a century has passed since these digital delights were unveiled for purchase, and both corporate heavyweights were ready for battle. Sega jumped into the new era by bundling Sonic, their prized blue mascot and Nintendo retaliated by including a Mario title with their console.

Today's equivalent console battle involves (primarily) Sony and Microsoft, trying to entice customers with similar titles and features unique to either the PlayStation 4 (PS4) or Xbox One. However, Nintendo was trying to focus on younger gamers, or rather family-friendly audiences (and still does) thanks to the endless worlds provided by Super Mario World, while Sega marketed its device to older audiences with popular action titles such as Shinobi and Altered Beast.

Donkey Kong Country by Rare

But there was one thing the Mega Drive had going for it that made it my favourite console ever: speed. The original Sonic the Hedgehog was blazingly fast compared to anything I had ever seen before, and the sunny background music helped calm any nerves and the urge to speed through the game without care. The alternative offered by the SNES included better visuals. Just look at the 3D characters and scenery in Donkey Kong Country. No wonder it ended up becoming the second best-selling game for the console.

Street Fighter II by Capcom

The contest between Sega and Nintendo was rough, but Nintendo ultimately came out ahead thanks to significant titles released later, demonstrated no better than Capcom's classic fighting game Street Fighter II. Here was a game flooding arcade floors across the world, allowing friends to play together against each other.

The frantic sights and sounds of the 16-bit era of gaming completely changed many people's lives, including my own, and the industry as a whole. My siblings and I still fondly remember our parents buying different consoles (thankfully we were saved from owning a Dreamcast or Saturn). Whether it was the built-in version of Sonic on the Master System or the pain-in-the-ass difficult Black Belt, My Hero or Asterix titles, our eyes were glued to the screen more than the way Live & Kicking was able to manage every Saturday morning.

The Sims 4 by Maxis

Today's console games are hyper-realistic, either in serious ways such as the over-the-top fatalities in modern Mortal Kombat games or through comedy in having to monitor character urine levels in The Sims 4. This forgotten generation of 90s gaming provided enough visual cues to help players comprehend what was happening to allow a new world to be created in our minds, like a good graphic novel.

I'm not at all saying gaming has become better or worse, but it is different. While advantages have been gained over the years, such as the time I was asked if I was gay by a child during a Halo 3 battle online, there are very few chances to bond with someone over what's glaring from the same TV screen other than during "Netflix and chill".

Wipeout Pure by Sony

This is where the classics of previous eras win for emotional value over today's blockbuster games. Working with my brother to complete Streets of Rage, Two Crude Dudes or even the first Halo was a draining, adventurous journey, with all the ups and downs of a Hollywood epic. I was just as enthralled watching him navigate away from the baddies, pushing Mario to higher and higher platforms in Super Mario Land on the SNES just before breaking the fast.

It's no surprise YouTube's Let's Play culture is so popular. Solo experiences such as Ico and Wipeout Pure can be mind-bending journeys too, into environments that films could not even remotely compete with.

But here’s the thing: it was a big social occasion playing with friends in the same room. Now, even the latest Halo game assumes you no longer want physical contact with your chums, restricting you to playing the game with them without being in their company.

Halo: Combat Evolved by Bungie

This is odd, given I only ever played the original title, like many other, as part of an effective duo. Somehow these sorts of games have become simultaneously lonely and social. Unless one of you decides to carry out the logistical nightmare of hooking up a second TV and console next to the one already in your living room.

This is why handhelds such as the Gameboy and PSP were so popular, forcing you to move your backside to strengthen your friendship. That was the whole point of the end-of-year "games days" in primary school, after all.

Mario Kart 8 by Nintendo

The industry can learn one or two things by seeing what made certain titles successful. It's why the Wii U – despite its poor sales performance compared with the PS4 – is an excellent party console, allowing you to blame a friend for your pitfalls in the latest Donkey Kong game. Or you can taunt them no end in Mario Kart 8, the console's best-selling game, which is ironic given its crucial local multiplayer feature, making you suspect there would be fewer physical copies in the wild.

In the same way social media makes it seem like you have loads of friends until you try to recall the last time you saw them, gaming has undergone tremendous change through the advent of the internet. But the best games are always the ones you remember playing with someone by your side.