The second time around, "The Player of Games" reveals itself to be even more ingenious. The protagonist is taken to the Empire of Azad to engage in the greatest of games. Azad is likened to the toxic empires such as the U.S. and the U.K. In a civilized culture, all empires are bound to fall. The game is filled with feints, surprises, and moves within moves. It represents the past that must be broken on the wheel of the future. Banks showcases all of his customary elegance, intelligence, humor, and angry frustration at the stupidity and short-sightedness of humanity. He understands the allure but still seethes at the thought of brutality, especially when it is an ingrained governmental program or system, or a way of life for any so-called human. Much like Banks, I find myself on the side of the AIs.
"The Player of Games" is an often brilliant allegory. It's interesting to compare the rather spare quality of this novel with the more luxurious expansiveness of the rest of the Culture novels. It's almost as if it's Iain without-the-M Banks writing about the Culture this time. The themes are very much in line with Banks' non-science fiction suspense novels. His wit and imagination are still very much in play, as are the wonderful drones, especially one in particular. However, I have a mea culpa. I've been recommending that folks start the Culture series from the beginning, perhaps due to my recent reading of "Consider Phlebas" and seeing how well it makes sense as the first novel of an incredible series. But "Player of Games" was actually my first Culture novel, and it worked out fine for me in the long run. So, it doesn't really matter which Culture novel you start with. The challenge I had with "Player" was its feeling of sparseness compared to the often over-stuffed feeling I get with more traditional space operas. I usually long for that swarming of detail and incident, to be plunged into richly imagined world-building. "Player" didn't have that for me. I recognized its brilliance, but it was in a more intellectual mode, not one that I responded to emotionally, viscerally, or as a means of escape into a completely realized yet often rather standardized universe. This is far from a critique, as I would never promote the rote and predictable. But it also didn't exactly inspire me to keep reading Culture novels right away. After "Player", it took some time for me to get back into the series. Perhaps the escapist in me longed for a less rigorously intellectual pastime, or something that was less about aliens written like humans and more about actual aliens. Still, it's a great book.
Good ideas were presented in this work. The second half indeed shows a significant improvement compared to the first. It would have been even better if the games described could have been more detailed and, to a greater extent, more realistic. However, despite this, Banks has done a remarkable job in maintaining the reader's engagement throughout. The way the story unfolds and the elements that are introduced manage to hold one's attention and keep them interested in what will happen next. Even without the level of detail and realism that one might have hoped for, the overall concept and the way it is executed are still quite captivating. It makes the reader want to continue reading and discover more about the games and the experiences they bring.
Unfortunately, the book description already reveals important plot points. How does one come up with the idea of publishing such a spoiler text? Fortunately, Iain M. Banks writes so well that it is still nice to read the book. Some passages have a really strong impact.
I will limit myself here to two aspects that I consider to be key points of the novel: The relationship between the two forms of society and the character of the game Azad.
The basic theme of the book is the contrast between the "Culture" and the "Imperium". The Imperium behaves essentially as one would expect: A strict hierarchy in which power is ultimately based on violence. Especially in the subjugation of foreign worlds, but also within the Imperium, the strong trample on the weak. This contradicts our morality and also that of the main character. At the same time, the intensity, power and will that come with the dangerous life in the Imperium increasingly fascinate him.
The "Culture" is an incredibly highly developed post-scarcity society. In it, people live free from all constraints and protected from all dangers. Who wouldn't want to live like that? On closer reflection, it becomes apparent that the Culture also seems so great because the author evades difficult questions.
Who actually leads the departments "Contact" and "Special Circumstances" that determine the interaction with the Imperium? Is this decision-making body democratically legitimized? In the novel, it is expressly stated that the "Contact" department keeps information secret in order not to be "forced by the weight of public opinion" to a certain action. The robots of the departments not only lie to and manipulate the Imperium, but also the main character. (People seem to only give themselves to their pleasure, and only robots are present in important functions.) Is the Culture ultimately a robot society in which people are tolerated?
The Culture acts subtly against the Imperium so that it collapses. Otherwise, the inhabitants of the conquered worlds seem to be indifferent to it. Does the Culture support those in need of help? No. Does it take in the persecuted? No. Does it share its knowledge with others to free them from material scarcity as well? No.
For comparison: Before Trump was re-elected president, the US provided a whopping 40 billion dollars in medical aid to underdeveloped countries every year. Just like that, because they have the medical capabilities and the financial means. Trump stopped this with the argument that he preferred to spend the money on America. The Culture cannot even bring up this argument! It lacks nothing at all. It could support countless worlds, could easily provide entire planets to take in the politically persecuted. But apparently it does nothing of the sort. Instead, it acts strictly "Culture First".
Let's come to the second aspect: The game. Surprisingly, the violent Imperium uses a board game to decide on its hierarchy. This game contains core elements of the imperial culture. The hero, on the other hand, is an expert in the diverse games of the Culture.
Unfortunately, all the described games have a similar character. They are win-lose games, i.e. the victory of one goes hand in hand with the corresponding defeat of the other. The games combine strategic elements (like in chess) with conquest games (think of "Risk") and random elements. This is all not very original.
Today, there is a division in the board game area into two forms of play that show惊人的 similarities to the novel's forms of society. There are on the one hand "Eurogames" and on the other hand "Ameritrash". (Some players also speak of "Ameristyle", but the derogatory expression has generally prevailed. I can't help it.)
Ameritrash is typically characterized by beautiful design and a win-lose character. It is often a war game in which the opponent has to be conquered. The game Azad falls into this category, even if it comes across as abstract.
The rise of Eurogames began with "The Settlers of Catan", so only after the publication of the novel. Game designers such as Rainer Knizia, Klaus Teuber, Stefan Feld or Uwe Rosenberg have shaped the genre. Characteristic of Eurogames are game mechanisms that allow all players their own progress without others having to take steps back. What is decisive in the game is who makes more or faster victory points. All participants have a positive gaming experience.
The Culture should definitely play Eurogames. What it unfortunately doesn't do - because there were no such games back then. What a pity.