Professional Documents
Culture Documents
Warcross Review
Warcross Review
Peter J Roth
In the near future a child prodigy, Hideo Tanaka, invents a powerful new
technology that links human minds with the internet through a “neurolink” to create the
most believable virtual reality possible. To promote this game-changing tech, he also
designs…a game! The game, Warcross, is a VR version of capture the flag with players
chasing each other and battling in fantastical worlds of Tanaka’s design. Warcross has
taken over and has become the world’s favorite pastime with everyone playing at some
level and the calendar dominated by professional championship versions of the game.
An ex-con hacker named Emika Chen is struggling to survive in New York when
she hacks into the Warcross All Star game, becoming famous. This sudden, foolish move
sets her on the path to being drafted as a wildcard in the Warcross finals, and into a
dangerous cat and mouse game with a hacker named Zero who wants to destroy the
game.
Public obsession with Warcross is so great that it has seeped into everyday life to
the point that activities outside the actual game are rewarded with points which are
valuable within the game. For instance, when Emika arrives in Tokyo she is awarded
points for “first visit to Tokyo.” This assigning of points to common experiences is a type
of gamification, which critics such as Ian Bogost consider the least interesting part of
gaming and label “exploitationware.” (Nicholson, 2012) It’s clear that Tanaka’s reason
for gamifying things such as visiting a tourist attraction is that Warcross fans will use
their points won in the real world—or perhaps, more accurately, their augmented
reality—to engage further in the actual game. These points can be used to purchase
Roth, P - 1
“power-ups,” prizes which can be used by a player to give them an advantage over their
opponents.
Not only is the assigning of points the least interesting part of gaming, it’s also an
ineffective form of motivation. External rewards such as points, badges, even money
(Nicholson, 2012). It’s interesting, therefore, that points are assigned for participating in
daily life, visiting somewhere new, or trying a new activity. Visiting a new city in another
country should already provide internal rewards such as excitement and wonder.
motivation, as if to dampen people’s real life experiences in favor of their virtual reality
game. Suddenly the real world offers points for doing what you were going to do
anyway, making those experiences seem cheap. Playing Warcross on the other hand
offers players the opportunity to fly above an ersatz Tokyo or battle other players in
giant robots. The in-game experience offers teamwork and the thrill of problem solving.
the pleasures of reality and intensify the pleasures of participating in Warcross, it’s
because it is. Tanaka has invented new contact lenses that allow players to maintain a
semi-permanent link to Warcross. They can augment their everyday reality with VR
skies that make the stars visible over light-polluted cities or give them real-time
information about whatever they’re looking at. The contacts also make it easier to play
Warcross whenever you want, and Tanaka is giving them away for free.
By the end of the book, Emika and her team hava managed to disrupt the plans of
the black-armored, menacing hacker named Zero. They believe they’ve prevented him
Roth, P - 2
from distributing a virus through the game into the minds of everyone watching the
Warcross finals. Instead she has helped Tanaka distribute a program into everyone
wearing his contacts. Anyone who’s ever worn Tanaka’s VR contacts, whether or not
they keep them in, is permanently connected to the neurolink. Tanaka will use this
playing have similarities to social media today. One could compare the way Warcross
assigns points to everyday activities to Bogost’s Cow Clicker game. In Cow Clicker
Facebook users had a single option, which was to click on a cow and earn a point. They
could click on the cow as many times as they wanted, earning a point every time (Tanz,
2011). Bogost’s purpose behind inventing Cow Clicker was to make fun of Facebook
games like Farmville, which he felt provided no real meaningful experience for users, it
just rewarded them for “clicking on cows.” Similarly, in Warcross, players are rewarded
Clicker/Farmville and Warcross’s point system, are meant to keep people plugged into
the platform such as Facebook or the neurolink, not necessarily to provide meaningful
The threat that Tanaka and his platform pose is also similar to that of social
media platforms today. Even Bogost’s very simple, click a cow and get a point game on
facebook threatened user’s privacy by gathering their personal data which Facebook
sold to nefarious entities like Cambridge Analytica (Bogost, 2018). Not only does
Warcross resemble real life platforms like Facebook in the way it pulls users in, keeps
them there and then threatens their privacy—or in Warcross’s case, their very freedom—
Roth, P - 3
the figure of Hideo Tanaka resembles contemporary tech celebrities like Steve Jobs or
Mark Zuckerberg. He is a cult-like figure who is worshiped by his fans as a visionary and
a genius, but he’s also cold, aloof, and convinced that his methods and goals are justified
and unimpeachable.
Like all great science fiction, Warcross is not a warning about the future, but
about the present and what it could mean for our future.
Reflection
Warcross is a truly enjoyable read. It’s exciting and fast paced, filled with
interesting characters, mysteries, and high tech adventure that’s sure to capture the
imagination of young adults. Social media around the book shows that it really has
taken off with readers who share their theories about the upcoming sequel and fan art
under the hashtag, #Warcross. Emika is, of course, the subject of most of the fan art, not
only because she’s the protagonist, but because she is a cool teenager who represents the
diversity of the readership in her American nationality and her Asian heritage. She also
has rainbow colored hair and sleeve tattoos which are described in detail in the book,
symbols attached to each one. Fans love drawing and painting her.
Not only do I think this is an excellent book for young people because of its
entertainment value, but because it also encourages them to think critically about the
technology that they engage with. The book presents Warcross and the neurolink that
makes it possible as exciting and fun. People fill their worlds with augmented reality
dragons and starscapes, they play a game that allows them to swim through sunken
Roth, P - 4
ruins or fly over cities. But they also risk their privacy. Players who use the neurolink to
connect to the underground criminal “dark world” risk having all their personal
information exposed to hackers who auction that information off. Many players have
also become dependent on the game, turning to it rather than improve the world around
them. Crime is so rampant in this world that the police hire bounty hunters to bring in
low level offenders. Young readers may recognize similar dangers in how social media
threatens their privacy and, in some cases, takes away their agency in how it requires
Hopefully they’ll also recognize how manipulative Tanaka is; how he makes
Emika feel special and seduces her despite the fact that they have no previous history.
It’s clear that he’s doing this to make her loyal to him, so that she won’t question why
Zero is trying to bring down the game. Most teenagers are not romantically involved
with the most powerful entrepreneur on the planet, but many of them may find
Warcraft wad wonderful and I for one am looking forward to reading Lu’s next
Roth, P - 5
Cited:
Bogost, I. (2018). My Cow Game Extracted Your Facebook Data. The Atlantic.
extracted-your-facebook-data/556214/
Lu, M. (2017). Warcross. New York: NY: G.P. Putnam's Sons Books for Young Readers.
Tanz, J. (2011), The Curse of the Cow Clicker: How a Cheeky Satire Became a
https://www.wired.com/2011/12/ff-cowclicker/
Roth, P - 6