Iain M. Banks, The Player of Games (1988) - PowerPoint PPT Presentation

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Iain M. Banks, The Player of Games (1988)

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Title: Iain M. Banks, The Player of Games (1988)


1
Iain M. Banks, The Player of Games (1988)
2
Iain M. Banks
  • Scottish writer, born 1954
  • Writes both SF and mainstream fiction mainstream
    fiction is published without his middle initial
  • Also writes non-fiction on Scotland, whiskey,
    science, and music
  • Supporter of Scottish independence,
    environmentalist, evangelical atheist
  • Had a cameo appearance in Monty Python and the
    Holy Grail

3
Banks on SF and Mainstream Writing
  • I wear two hats I'm a science fiction and a
    mainstream writer. And in terms of keeping my
    writing believable, a lot of it comes down to
    common sense - having a rough idea of how things
    really work. But that's the case in all types of
    writing, not just science fiction. You need to
    pay attention to the psychology of characters,
    the way things work in organizations and
    politics. But certainly, to write science
    fiction, you need to have an idea of the way
    science and technology work too.
  • In my science fiction, I merrily break as many
    laws as I can get my hands on. Especially faster
    than light travel - I have my starships going at
    unfeasibly high speeds. Sometimes I pay no
    attention whatsoever to what's possible and
    realistic. It really depends on the novel. This
    approach to science fiction comes from a general
    respect for science. And, for me, that's all
    bound up with being an atheist and a humanist.

4
Banks SF Writing
  • Began writing SF before publishing mainstream
    novels, but had three mainstream novels published
    before his SF (thus the presence or absence of
    the middle initial)
  • Often characterized as space opera, but Banks
    does not find this designation belittling - its
    SF that is primarily meant to entertain
  • Began The Player of Games in 1979, published it
    in 1988
  • Has also written four SF books outside of the
    Culture series

5
The Culture Books
  • Consider Phlebas (1987)
  • The Player of Games (1988)
  • State of the Art (short stories, 1989)
  • Use of Weapons (1990)
  • Excession (1996)
  • Inversions (1998)
  • Look to Windward (2000)
  • Matter (2008)

6
The Culture
  • The Culture a functioning, hedonistic utopia
    with no laws, no monetary system, no
    exploitation, and spaceships 30 km long (Culture
    Shock)
  • an economy of abundance renders anarchy and
    adhocracy viable
  • Parallel development to Earth, although
    everything after Consider Phlebas takes place in
    our future

7
Excerpts from Iain M. Banks 1994 essay, A Few
Notes on the Culture
  • The Culture is a group-civilisation formed from
    seven or eight humanoid species, space-living
    elements of which established a loose federation
    approximately nine thousand years ago. The ships
    and habitats which formed the original alliance
    required each others' support to pursue and
    maintain their independence from the political
    power structures - principally those of mature
    nation-states and autonomous commercial concerns
    - they had evolved from.
  • The Culture, in its history and its on-going
    form, is an expression of the idea that the
    nature of space itself determines the type of
    civilisations which will thrive there.
  • Essentially, the contention is that our
    currently dominant power systems cannot long
    survive in space beyond a certain technological
    level a degree of anarchy is arguably inevitable
    and anyway preferable.

8
  • a planned economy can be more productive - and
    more morally desirable - than one left to market
    forces.
  • The Culture, of course, has gone beyond even
    that, to an economy so much a part of society it
    is hardly worthy of a separate definition, and
    which is limited only by imagination, philosophy
    (and manners), and the idea of minimally wasteful
    elegance a kind of galactic ecological awareness
    allied to a desire to create beauty and
    goodness.
  • Artificial intelligence.is not only likely in
    the future of our species, but probably
    inevitable (always assuming Homo sapiens avoids
    destruction).
  • The future of our species would affect, be
    affected by and coexist with the future of the AI
    life-forms we create.

9
  • To live in the Culture is to live in a
    fundamentally rational civilization....The
    Culture is quite self-consciously rational,
    sceptical, and materialist.
  • Philosophically, the Culture accepts, generally,
    that questions such as 'What is the meaning of
    life?' are themselves meaningless. The question
    implies - indeed an answer to it would demand - a
    moral framework beyond the only moral framework
    we can comprehend without resorting to
    superstition (and thus abandoning the moral
    framework informing - and symbiotic with -
    language itself).
  • In summary, we make our own meanings, whether we
    like it or not.

10
  • virtually everyone in the Culture carries the
    results of genetic manipulation in every cell of
    their body it is arguably the most reliable
    signifier of Culture status.
  • Genetic manipulation such as that present in the
    Culture is partly wish-fulfilment, but then the
    fulfilment of wishes is both one of
    civilisation's most powerful drives and arguably
    one of its highest functions we wish to live
    longer, we wish to live more comfortably, we wish
    to live with less anxiety and more enjoyment,
    less ignorance and more knowledge than our
    ancestors did.

11
  • Contact is the part of the Culture concerned
    with discovering, cataloguing, investigating,
    evaluating and - if thought prudent - interacting
    with other civilisations.
  • people travel because they can, not because they
    have to they could stay at home and appear to
    travel to exotic places through what we would now
    call Virtual Reality, or send an
    information-construct of themselves to a ship or
    other entity that would do the experiencing for
    them, and incorporate the memories themselves
    later.

12
  • The Culture doesn't actually have laws there
    are, of course, agreed-on forms of behaviour
    manners, as mentioned above, but nothing that we
    would recognise as a legal framework. Not being
    spoken to, not being invited to parties, finding
    sarcastic anonymous articles and stories about
    yourself in the information network these are
    the normal forms of manner-enforcement in the
    Culture.
  • In a society where material scarcity is unknown
    and the only real value is sentimental value,
    there is little motive or opportunity for the
    sort of action we would class as a crime against
    property.

13
  • Day-to-day life in the Culture varies
    considerably from place to place, but there is a
    general stability about it we might find either
    extremely peaceful or ultimately rather
    disappointing, depending on our individual
    temperament. We, after all, are used to living in
    times of great change we expect major
    technological developments and have learned to
    adapt.In contrast, the Culture builds to last.
  • In general the Culture doesn't actively
    encourage immigration it looks too much like a
    disguised form of colonialism. Contact's
    preferred methods are intended to help other
    civilisations develop their own potential as a
    whole, and are designed to neither leech away
    their best and brightest, nor turn such
    civilisations into miniature versions of the
    Culture.

14
Is the Culture as Perfect as It Seems?
  • Contact as traders/missionaries/military
    intelligence
  • Assimilationist policy, and can be dangerous if
    provoked Letsshow these constipated
    bonebrains what Culture guys are like when they
    really put their minds to it
  • For people like Gurgeh, boredom is a constant
    risk
  • Contact uses individualistic people such as
    Gurgeh as part of its interventionist projects

15
The Culture vs. the Actual World?
  • Some have seen the Culture as what Western
    societies hope to become - or even see themselves
    as
  • Banks sees the Culture as an alternative to what
    Western societies actually are
  • Is the Cultures policy of assimilation an echo
    of the Wests cultural imperialism? Sort of, yes.
    Except the Culture doesnt have its own economic
    self-interests at heart.
  • Banks fictional world is a middle ground between
    the right-wing leanings of much American SF and
    the more stridently left-wing leanings of some
    British SF (especially the New Wave writers)
  • Culture as ideal left wing Empire as ideal right
    wing?

16
Banks and Technology
  • Images taken from www.fastness.co.uk
  • Spaceships have AI, even to choosing their own
    names (usually something quirky or intimidating)
  • The Minds that oversee the Culture are ship AIs
  • Banks described the Minds as technological gods

17
The Ships Mentioned in the Novel
  • Clipper Screw Loose
  • GCU Flexible Demeanour
  • GCU Just Read The Instructions
  • GCU Of Course I Still Love You
  • GOU Limiting Factor
  • GSV Cargo Cult
  • GSV Little Rascal
  • GSV So Much For Subtlety
  • GSV Unfortunate Conflict Of Evidence
  • GSV Youthful Indiscretion
  • LOU Gunboat Diplomat
  • dROU Zealot
  • Superlifter Kiss My Ass
  • Superlifter Prime Mover

18
Drones
  • Drones have humanlike, complex personalities (and
    are named similarly to humans too) but also have
    nonhuman appearances
  • The story is narrated by a drone - and an
    unreliable one at that

19
  • The Culture doesnt usually live on planet
    surfaces, but usually on artificial platforms,
    orbiting rings, or starships

20
Banks Views of Technology
  • Technology is neither good nor bad its up to
    the user. We cant escape what we are a
    technological species. Theres no way back.
  • humanity can find its own salvation. It doesn't
    necessarily have to rely on machines. It'll be a
    bit sad if we did, if it's our only real form of
    progress. Nevertheless, unless there's some form
    of catastrophe, we are going to use machines
    whether we like it or not. This sort of stuff has
    been going on for decades and mainstream society
    is beginning to catch up to the implications of
    artificial intelligence.

21
Genetic Engineering
  • Culture people can live for about 300 years - and
    even death is optional
  • Limbs can regenerate
  • Drug glands produce various substances with no
    harmful side-effects
  • Ability to change genders

22
Banks Views on Language
  • The Culture language, Marain, is an idealized
    artificial language
  • The Sapir-Whorf Hypothesis language as influence
    on thought processes, or vice versa?
  • Gaming as a language

23
The Empire of Azad
  • God, Game, and Empire theocracy and
    meritocracy
  • Is it more recognizably close to the actual world
    than the Culture, and if so, in what ways?
  • Eä (the Empires homeworld) reference to
    Tolkiens fictional universe?

24
The Game of Azad
  • Social Darwinism The strong survive. Thats
    what life teaches uswhat the game shows us.
  • a battle that is not a battle, and...a game that
    is not a game.
  • Final round as literal baptism of fire
  • Euchronedal good time / no time analogue
    to utopia?
  • Origin, Form, Becoming suggests the game as a
    master narrative / sacred text

25
The Game and the Empire
  • Hierarchical society, based on gender, race, and
    merit (in the games)
  • Games are designed such that only certain genders
    (apex) and races (light-skinned) can succeed, but
    everyone is allowed to participate
  • Gurgeh is triply marginalized a dark-skinned
    male outsider, but he possesses the necessary
    skills

26
Game Theories
  • Ludwig Wittgenstein family resemblance there
    is no one definition of game, but rather a
    series of definitions with common elements
  • Roger Caillois (Games and Man, 1957) an activity
    that is fun, separate from the everyday world,
    has an uncertain outcome, is non-productive, has
    rules that dont apply outside of the game, and
    is fictitious (takes place in its own reality).
  • Chris Crawford an interactive, goal-oriented
    activity, active agents to play against, which
    any player (including active agents) could
    interfere with one another, and which is designed
    to make money for the creator.

27
More on Game Theory
  • A branch of applied mathematics, also used in
    logic and semantics, relating to the strategies
    of interactions between entities
  • John von Neumann and Oskar Morgenstern Theory of
    Games and Economic Behaviour (1944) (Banks refers
    to Von Neumann in A Few Notes on the Culture)
  • Defines game as a situation with a set of
    players/participants, a set of strategies, and a
    set of payoffs or goals
  • Also applied to evolutionary theory and
    development of AI - both of which are significant
    to Banks fictional worlds

28
Gamer Culture
  • Relation of Banks depiction of gamers to the
    actual world?
  • What types of games and gamers are present?
  • Influence of Banks on actual-world games and
    gamers
  • Game mastery as marker of prestige and/or subject
    of academic study
  • Life as a game
  • Politics as a game
  • All reality is a game....the very fabric of our
    universe results directly from the interaction of
    certain fairly simple rules, and chance....The
    future is a game time is one of the rules.

29
  • Significance of Gurgehs middle name - you
    should have called yourself gambler
  • Position of a gamer in a culture with no inherent
    challenges
  • The better I do the worse things get because the
    more I have to lose.
  • The games the thing....The fun is what matters,
    not the victory.

30
The Dark Side of the Empire
  • More than just a few venerable game-players,
    some impressive architecture, and a few glorified
    night-clubs
  • Walter Benjamin, 1940 There is no document of
    civilization that is not at the same time a
    document of barbarism

31
Art in the Culture (and the Empire)
  • Yays interest in planetary formations (floating
    islands, volcanoes, etc.)
  • Games as an art form
  • The body artist in the Empire
  • Visceral nature of Azadian entertainment

32
Propaganda in the Empire (and the Culture)
  • Role of the media in creating its own reality
    (cf. Baudrillards simulacrum theory)
  • such is the pervasive nature of the idea of the
    game within the society that just by believing
    that, they make it so
  • They want to have something on you, just in
    caseyou keep surprising them and winning games
  • But Where nothing could be authenticated,
    blackmail became both pointless and impossible
  • The common people must be remarkably stupid if
    they believed all this nonsense
  • Whos been keeping what from whom?

33
  • our real realitythe official versionthat will
    have documentary evidence to support it
  • One can be the player, or one can be played
    upon - literally
  • Violent subjugation of undesirables, invariably
    depicted as incapable of producing high art and
    genuine civilization

34
  • The Emperor had set out to beat not just Gurgeh,
    but the whole Culturehe had set up his whole
    side of the game as an Empire, the very image of
    Azad
  • Gurgeh remodelled his whole game-plan to reflect
    the ethos of the Culture militant
  • The true purpose of the game you were playing
    for the Culture, and Nicosar was playing for the
    Empire.wed smash the Empire and impose our own
    order
  • How necessary was Gurgehs intervention?

35
The Narrative Structure and the Narrator
  • Double-layered narrative
  • Differences in narrative tone between
    introductory paragraphs (and conclusion) and the
    main narrative
  • Clues in the story to the true identity of the
    narrator?
  • What effect does the revelation have on the
    story?
  • How does the narrator characterize his different
    personas?
  • I admit I have not hesitated to make it all up

36
Banks and Other Writers
  • Characterized as space opera or at least
    neo-traditionalist but is there influence from
    the New Wave?
  • Common elements with cyberpunk, at least in the
    treatment of gamers?
  • Banks vs. Lem treatment of academic discourse
    use of the contact theme (though in different
    ways)
  • Banks vs. Dick roles of AI, mixture of serious
    and light-hearted tones, blurring of the us-them
    division, undertones of paranoia and questioning
    of reality, utopia/dystopia scale
  • Banks vs. Adams use of humour (esp. with the
    names of ships) playful approaches to serious
    questions use of traditional SF conventions in
    innovative and often playful ways
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