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The Player of Games (Culture, 2)

(Book #2 in the Culture Series)

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Book Overview

The Culture -- a human/machine symbiotic society -- has thrown up many great Game Players, and one of the greatest is Gurgeh Jernau Morat Gurgeh. The Player of Games. Master of every board, computer... This description may be from another edition of this product.

Customer Reviews

4 ratings

More Than One Player

The Culture is a galaxy-wide civilization, so far advanced that it has solved most problems that afflict humanity. The great concerns of our time are all resolved. No longer planet-bound, no longer concerned with meeting needs; the Culture is a utopian, decadent paradise. A mix of wildly evolved humans and super-intelligent machines, including intelligent spaceships, it is very nearly all-powerful and omniscient. But there are still parts of the galaxy, or at least parts of the Magellanic Clouds, where the Culture has not yet gained influence. Those parts of the Galaxy are the business of Contact, the part of the very loose government of the Culture that deals with alien civilizations. And in the difficult cases, Special Circumstances steps in to solve the problem. "Special Circumstances," like most names in Banks' books, is a euphemism: "Special Circumstances" isn't bound by the legal, moral or cultural constraints that bind the rest of the Culture. Gurgeh, the protagonist, is recruited, perhaps blackmailed, by Special Circumstances to help Contact with an awkwardly difficult alien culture. The Azadians present a space-faring civilization, less advanced than the Culture but still powerful, whose entire ethos is based on The Game. Social position, military rank, governmental power, wealth; all of Azad is based on one's performance in The Game. Gurgeh is one of the Culture's best games players. Special Circumstances sends Gurgeh to Azad to compete in The Game. At one level, Banks is writing about the effect of an advanced culture on a less advanced one. At another, he is having fun with a traditional space opera culture that is in contact with his more subtle and sophisticated one. At another, he is poking fun at traditional SF authors. Because as the story progresses, the underbelly of Azad is revealed to be disgusting and horrific; in some ways, the Culture's efforts to undermine Azad are morally justified. But most of what Contact tells Gurgeh is a lie. He himself is an unknowing pawn in another game. When is it right to cheat? What is cheating? As ever, Banks asks the questions but doesn't really answer them, making you ask yourself instead, "Am I asking the right question?" Banks' Culture is ironic and self-mocking. The intelligent ship that takes Gurgeh to Azad is the size of an asteroid but calls itself "Little Rascal." The equally vast ship that takes him back is named "So Much for Subtlety." But the Culture is deadly, too, as evidenced in _Consider Phlebas_, set a few hundred years earlier than _Player of Games_. The Culture is peaceful and principled; that doesn't mean non-violent or honest. This is a very good book by a very good author. Banks never tells the same story twice, and in _Player of Games_ he sets a new benchmark for intelligent science fiction. Highly recommended.

A Near Perfect Book

I say "near perfect" because as those who've read a lot of Ian Banks know, Banks is somewhat obsessed with cruelty and torture and this book has its fair share. At least here, however, it forms a logical and integral part of the book unlike Banks' Consider Phlebas, where it's so gratuitous and specific that it's really disturbing, and it doesn't form a huge part of the book like it does in The Wasp Factory, which I couldn't finish because of it.The above aside, the story is compelling, the writing superb, and the author's premise intelligent without being condescending or dense. Banks has created a version of Utopia, called the Culture, and thought it through quite well. Ownership and status have been eliminated, there's plenty of space, there's equality (even sentient machines share the same status as humans), people can internally create whatever drugs/state of mind they need/want and even select their gender, and people are happy and engaged. So when Jernau Gergeh, a professional game player, is recruited to play the game of Azad in the far-distant empire of Azad, he is reluctant to leave his home for the five years the game will take. But Gurgeh does leave, and Azad turns out to be a civilization much more like our own than that of the Culture. Azad is hierarchical, crowded and violent, and status is everything.One of the interesting things that Banks has done is to make us recognize ourselves in the empire of Azad, while still finding ways to make the Azadians different than the alien races one so often finds in mediocre science fiction writing. For one thing, the Azadians have three genders. Banks also focuses on the difference between the languages of the Culture and the empire, and how language may shape thought. Banks makes us understand why Gurgeh becomes attracted to the empire even with all its flaws, inequalities and cruelty, and to the game of Azad, a brilliantly created giant of a game which is central to the civilization of Azad and all its institutions, and which represents the entire philosophy of the empire.You might not think that a book about a game and game-playing would be consistently compelling, but in Bank's capable hands it is. A study of competition, cultural differences, politics and human nature, it stays captivating throughout, managing to combine a good story and excellent story telling with thought- provoking premises. This was the first book by Banks I ever read and easily my favorite still. I've read it at least half a dozen times and it holds up on every re-reading.

It's just a game

I believe this was the second Culture novel (Banks' future history series, for those unfortunates who haven't read this series yet) and about as far from Consider Pheblas as can be. While that book was a grand space opera, taking place right in the middle of a war, featuring a lead character fighting against the culture, this novel is a lot more scaled down. But it's probably better than Consider Pheblas, if only because the mood isn't so downbeat, Banks can be morbidly witty most times but sometimes he goes too far and becomes downright depressing. So, here we have Guergh, probably the greatest game player in the Culture . . . he finds that games really don't hold any excitement for him anymore, and everything in the Culture easy to get (even sex changes!), there's no challenge elsewhere either. Until Contact invites him to go on a mission to a civilization based completely about games. He goes for it and winds up on a place so different from the Culture it might as well be barbaric. From there plots and counterplots start spinning, though this book is delightfully straightforward for the most part, but things are spinning around so fast that you can barely keep your breath. He gets the details right on everything and manages to generate excitement from the series of games that Guergh has to play without going into lengthy details of the rules. The climax is about as surprising as they come, as Guergh gets farther in the games and the stakes get higher as the civilization tries to stop this "outworlder" from making them look like a bunch of idiots. Probably the first SF book you should pick from Banks, both for its relative simplicity (compared to the others) and general lightheartedness. It's not all fun and games but the mood is generally witty and swift. One of those few books you really can't go wrong with if you want a good read.

Wonderful, exciting SF!

'The Player Of Games' is the second Culture novel by British author Iain M. Banks. The first one, 'Consider Phlebas', is generally not considered the best of the series. Even though I was very impressed by 'Consider Phlebas', I can now see, after having read 'The Player of Games', what Banks is capable of. Gurgeh, the protagonist of the novel, is a 'morat' or 'player of games'. He is one of the most talented players in the Culture. He is versed in the rules of all the known games and wins many competitions. He even publishes papers on game theory - in the luxurious Culture, gaming has become an academic field, and Gurgeh is at the top of it. He is , basically, the ultimate 'grognard'. Gurgeh's fair-play becomes intentionally compromised by a 'drone', one of the Culture's artificial intelligences. He is forced to leave the Culture on a mission to the Empire of Azad. The Azadian Empire is a newly discovered area of the Galaxy, which hasn't been incorporated into the Culture yet. What's so special about this empire is that the game Azad, an incredibly complex board game, determines people's careers and lives. From the moment Gurgeh enters the Azadian Empire, the contrast with the Culture gets more and more emphasized. The Culture is the ideal society. Technology has reached such a high level that everybody has access to everything, money is no longer necessary and crime is non-existent. Azad, by contrast, seems remarkably close to our Western civilization. And into this Empire, the Player of Games arrives with a mission he himself is not fully aware of.This novel shows an amount of flair worthy of, let's say, Jack Vance. Banks creates a believable character that will be loved by everyone who has ever played a strategy game, and then sends that character through an amazing amount of thrills and excitement. I used the word 'sensawunda' in my review of 'Consider Phlebas' - but 'The Player of Games' trumps the earlier novel in that respect easily. This is some of the most exciting SF I've read in the last years. Very highly recommended.
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