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The Player of Games (Culture) [Paperback]

Iain M. Banks
4.4 out of 5 stars  See all reviews (139 customer reviews)

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Book Description

March 26, 2008 Culture
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 and strategy. Bored with success, Gurgeh travels to the Empire of Azad, cruel and incredibly wealthy, to try their fabulous game...a game so complex, so like life itself, that the winner becomes emperor. Mocked, blackmailed, almost murdered, Gurgeh accepts the game, and with it the challenge of his life - and very possibly his death.

Praise for Iain M. Banks:

"Poetic, humorous, baffling, terrifying, sexy -- the books of Iain M. Banks are all these things and more" -- NME

"An exquisitely riotous tour de force of the imagination which writes its own rules simply for the pleasure of breaking them." -- Time Out

Frequently Bought Together

The Player of Games (Culture) + Use of Weapons (Culture) + Consider Phlebas (Culture)
Price for all three: $37.65

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Editorial Reviews

Amazon.com Review

In The Player of Games, Iain M. Banks presents a distant future that could almost be called the end of history. Humanity has filled the galaxy, and thanks to ultra-high technology everyone has everything they want, no one gets sick, and no one dies. It's a playground society of sports, stellar cruises, parties, and festivals. Jernau Gurgeh, a famed master game player, is looking for something more and finds it when he's invited to a game tournament at a small alien empire. Abruptly Banks veers into different territory. The Empire of Azad is exotic, sensual, and vibrant. It has space battle cruisers, a glowing court--all the stuff of good old science fiction--which appears old-fashioned in contrast to Gurgeh's home. At first it's a relief, but further exploration reveals the empire to be depraved and terrifically unjust. Its defects are gross exaggerations of our own, yet they indict us all the same. Clearly Banks is interested in the idea of a future where everyone can be mature and happy. Yet it's interesting to note that in order to give us this compelling adventure story, he has to return to a more traditional setting. Thoughtful science fiction readers will appreciate the cultural comparisons, and fans of big ideas and action will also be rewarded. --Brooks Peck --This text refers to an out of print or unavailable edition of this title.

From Library Journal

The Culture's greatest game player travels to the Empire of Azad to participate in a complex competition that could settle the fates of two civilizations. Theauthor of Consider Phlebas vividlyportrays an empire ruled by arcane conventions and sophisticated brutality in an ambitious novel of gamesmanship and intrigue. Supple prose and subtle manipulations of plot produce a thought-provoking story which is highly recommended.-- JC
Copyright 1989 Reed Business Information, Inc. --This text refers to an out of print or unavailable edition of this title.

Product Details

  • Paperback: 416 pages
  • Publisher: Orbit; Reprint edition (March 26, 2008)
  • Language: English
  • ISBN-10: 0316005401
  • ISBN-13: 978-0316005401
  • Product Dimensions: 5.5 x 1.3 x 8.3 inches
  • Shipping Weight: 13.6 ounces (View shipping rates and policies)
  • Average Customer Review: 4.4 out of 5 stars  See all reviews (139 customer reviews)
  • Amazon Best Sellers Rank: #19,110 in Books (See Top 100 in Books)

More About the Author

Iain Banks came to widespread and controversial public notice with the publication of his first novel, The Wasp Factory, in 1984. Consider Phlebas, his first science fiction novel, was published under the name Iain M. Banks in 1987. He is now acclaimed as one of the most powerful, innovative, and exciting writers of his generation. Iain Banks lives in Fife, Scotland. Find out more about him at www.iainbanks.net.


Customer Reviews

Most Helpful Customer Reviews
84 of 89 people found the following review helpful
5.0 out of 5 stars It's just a game November 9, 2000
Format:Paperback
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.
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29 of 31 people found the following review helpful
5.0 out of 5 stars More Than One Player July 19, 2006
Format:Paperback
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.
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21 of 24 people found the following review helpful
5.0 out of 5 stars Checkmate. Mr Banks wins. March 16, 2001
Format:Paperback
I've read this book more times than I can remember(always a good sign). There are two main reasons why I like it so much, I believe. First of all, I am an avid player of board and strategy games like the ones in the book myself (though sadly not as proficient as Gurgeh!). Secondly, I identify with the hero a lot as he has several of my own personality traits - naivete, curiosity, a solitary nature.

The story is first-class (better than the other Culture novels I've read, Consider Phlebas and Excession). Gurgeh is an excellent, very human character and his behaviour (letting himself slip and getting blackmailed, his fascination with the Empire of Azad when he reaches it) is both realistic and easy to sympathise with.

I suspect the Empire is a sort of exaggerated satire of our own society, though I'm not 100% certain (Banks must take a fairly gloomy view of life today if it's meant only as a caricature rather than a warning of what happens when greed becomes the only driving force in a culture).

And, of course, Banks creates his universe wonderfully. The contrasts between the Culture and the Empire are not too blatantly portrayed, and all the settings are well described. The various games are my favourite aspect of the setting, including one played in a 3-D web, ones that require the use of four or more dimensions, and of course Azad, the game that the Empire sees as the perfect model of life itself and uses as its foundation (the grand tournament held every seven years determines who holds positions of power and what ideas are predominant in the Empire until the next one, the overall champion becoming Emperor). If there is one criticism I make of this book, it's that there's not enough detail of how the game works! This is a fairly personal thing though - what matters is that the game is insanely complex and intricate.

I won't give away the plot as it will make things less tense for the reader, but suffice to say that it becomes grimmer and darker as it progresses towards the exciting and shocking climax.

Oh, and one last thing - don't stop paying attention when it looks like everything's more or less over. There is one last very surprising twist at the end which I didn't see coming at all.

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Most Recent Customer Reviews
5.0 out of 5 stars The best Culture novel I've read
I have very much much enjoyed this series, The hedonistic Culture, with it's wildly advanced technologies, is very appealing to someone living in our economically challenged,... Read more
Published 7 days ago by Kristina Hubert
5.0 out of 5 stars Great Read!
Very well written! Explores briefly the idea of a "three-sex" species, though someone hoping for a more anthropological bent will be better off with Ursula K. LeGuin. Read more
Published 7 days ago by Colin Lacy
5.0 out of 5 stars Darkly powerful
"Player of Games" was the first of Mr. Banks Culture novels that I read, and it did not disappoint. The novel tells the powerful and compelling story of the game player, Gurgeh,... Read more
Published 8 days ago by AlphaTheRed
5.0 out of 5 stars Excellent
I love the way Mr Banks holds a good SF environment together keeping both story and science in good balance.
I really believe in the figures AND the science. Read more
Published 10 days ago by Joern Hanssen
4.0 out of 5 stars Early Banks, but still good stuff
I've stumbled across a couple of Iain M. Banks's Culture novels, and I've liked them, so while idly looking through the library shelves, I noticed that "The Player of Games" was... Read more
Published 12 days ago by Clay Kallam
5.0 out of 5 stars my favorite Culture novel
This is a superb example of Banks' Culture books... deeply philosophical, clever and a rip-roaring exciting read. Very highly recommended!
Published 17 days ago by J. Hall
5.0 out of 5 stars A redemption from the first Culture book
An excellent book with a simple but engrossing premise. Well paced and gives a much more solid insight into the Culture than the first book.
Published 22 days ago by Jon
5.0 out of 5 stars Reasonably weird and quirky characters and great story
I am now officially hooked on the culture series. The characters are quirky and weird, and the story is amazing. Read more
Published 1 month ago by Theis Egeberg
5.0 out of 5 stars A View to the Future
Imagine a future in which humans only do the work they want and hobbies are as important as jobs. That's the sociology of "The Culture" a galaxy-spanning civilization which has... Read more
Published 1 month ago by Sharon E. Neufeld
5.0 out of 5 stars My favourite book
For me the author has not only spun a thoroughly engaging saga around a game player, he managed to write it about a game that we never actually learn. Read more
Published 2 months ago by Paul L Gardiner
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Looking for great SF for a 2 week vacation...
Tim,
Have you tried Asimov's Foundation series? Or maybe Ursula K. Le Guin's Earthsea series. All are easy reading, well written SF classics. For something rather wacky try Kurt Vonnegut - he was famous for Slaughterhouse, but I liked Cat's Cradle the best.
Jun 3, 2008 by Ray Moon |  See all 6 posts
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