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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Pokémon Gone: why the summer’s most popular app lost over 12 million users in a month

Four ex-players of Niantic's record-breaking game explain why they stopped trying to Catch ’Em All. 

Drowzees. That’s the short answer. The tapir-like psychic Pokémon wiggles its short trunk and stubby yellow fingers all across the land, meaning anyone on a mission to Catch ’Em All inevitably encounters hundreds of the critters. Wherever you go, whatever you do, they are waiting. They are watching. And they are part of the reason the biggest US mobile game ever has lost 12 million users in a month.

According to a report by Bloomberg, based on data from Axiom Capital Management, Niantic's Pokémon Go has seen a rapid decline in the number of users and user engagement. The game has dropped from nearly 45 million players in July to just over 30 million now.

Of course, like Team Rocket in a hot air balloon over Cerulean city, Pokémon Go had a long way to fall. After the initial frenzy and hype, it makes sense that the next set of headlines about the game would be exposing a decreased number of downloads and active users. No one can keep up chart-topping and revenue-grossing world records forever. But why has it faced such a steep and rapid decline?

The most common answer is that it was all a fad. Brenda Wong, a 23-year-old social media manager from London explains this is why she stopped using the game. “Like most fads, the interest slowly died over time. Life caught up with me and I started playing less and less,” she says. “Maybe it's sad that I now prioritise saving my battery over hatching an Ekans. Maybe.”

This partially explains the decline, but it isn't the whole story. Another argument is that the app is buggy, but considering it managed to maintain its popularity after multiple server crashes in July, that doesn't hold up either. Sure, Pokémon Go is being constantly updated and yes, it does drain your battery – but these aren’t the fundamental issues with the app. The fundamental issue is this: the game just isn’t very good.

Feeling drowzy

This is where the Drowzees come in. Although there are a 150 Pokémon to catch, most users end up catching the same species over and over, as there simply isn’t a wide enough range commonly available (hence any memes you might have seen about Pidgeys and Rattatas). The other main aspect of the app, battling in gyms, has no real endgame and gameplay is mostly aimless.

“I don't have the patience to wade through all the crap Pokémon that are everywhere in order to eventually hope to find something I don't already have,” says Alex Vissaridis, a 26-year-old graphic designer from London.

“I used to play Pokémon Go pretty religiously. I used the App Store hack to get it from the US store before it was released in the UK. I'd turn it on as soon as I'd leave home in the morning. I'd go on PokéWalks by myself, too, around the local area. I swear I've played it when I'm supposed to be out with friends, you know, socialising. The novelty's worn off now, though.”

Vissaridis’ complaints echo those made on one of the largest online communities of Pokémon Go players, reddit.com/r/pokemongo. Despite remaining loyal to the app, the 806,175 Redditors on this forum frequently suggest ways the game could improve, and bemoan its features such as the lack of meaningful player interaction, no daily log-on bonuses, and a lack of other in-game incentives.

“I'm level 21, and once you get to level 20, the XP points you need to level up are astronomical, and where it used to take a day of solid use to go up one or two levels, it now takes about a week or so. I can't be bothered anymore,” says Vissaridis.

These little town blues

For some users, the game is even worse. Pokéstops are locations in the game where players can pick up items and gain points, and they are found at real-world places of significance. This means users in rural areas, where there isn’t a monument or museum every five metres, are at a disadvantage. There are also fewer gyms – the places where you battle – and fewer Pokémon in general.

“I downloaded Pokémon Go the minute it came out in the UK,” says Amy Marsden, a 22-year-old student from Lancashire. “My friends and I would go off on bikes and try to catch Pokémon, which is probably the nerdiest thing I've ever done in my life. In the end, living in a small town was what killed Pokémon Go for me - there are only so many Pidgey and Rattata a person can take before the game just becomes boring.”

It's just a load of Pokéballs

Daniel Jackson, a 25-year-old journalist from Scotland, also became frustrated by the mechanics of the game. “The novelty wore off when I realised how shallow the experience is. There's not very much to do,” he says.

“I think it would be far more interesting if each species lived within a radius that it roamed around, rather than appearing in a location for a set amount of time before vanishing. I think being able to genuinely hunt for them would have been more engaging.

“When my kids were with me over the summer holidays I was able to convince them to get out more. They usually act like they're allergic to grass and air. So although it was a bit of a disappointment I think the concept is sound and that when it's eventually done well, location-based gaming could become an industry in itself. There are so many possibilities.”

The possibilities are indeed endless, and developers Niantic might still redeem themselves and the game in one of their frequent app updates. Despite Pokémon Go's rapid decline, it's also worth remembering that the app still has an incredible 30 million users. As far as mobile marketing goes, Niantic really did Catch ’Em All. Now they just have to figure out how to keep them. 

Amelia Tait is a technology and digital culture writer at the New Statesman.