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Jude Petkus

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Aug 2, 2024, 10:12:50 PM8/2/24
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The Culture series is a science fiction series written by Scottish author Iain M. Banks and released from 1987 through to 2012. The stories centre on The Culture, a utopian, post-scarcity space society of humanoid aliens, and advanced superintelligent artificial intelligences living in artificial habitats spread across the Milky Way galaxy. The main themes of the series are the dilemmas that an idealistic, more-advanced civilization faces in dealing with smaller, less-advanced civilizations that do not share its ideals, and whose behaviour it sometimes finds barbaric. In some of the stories, action takes place mainly in non-Culture environments, and the leading characters are often on the fringes of (or non-members of) the Culture, sometimes acting as agents of Culture (knowing and unknowing) in its plans to civilize the galaxy. Each novel is a self-contained story with new characters, although reference is occasionally made to the events of previous novels.

The Culture is a society formed by various humanoid species and artificial intelligences about 9,000 years before the events of novels in the series. Since the majority of its biological population can have almost anything they want without the need to work, there is little need for laws or enforcement, and the culture is described by Banks as space socialism.[1][2] It features a post-scarcity economy[a] where technology is advanced to such a degree that all production is automated.[1] Its members live mainly in spaceships and other off-planet constructs, because its founders wished to avoid the centralised political and corporate power-structures that planet-based economies foster.[1] Most of the planning and administration is done by Minds, very advanced AIs.[3]

Although the Culture has more advanced technology and a more powerful economy than the vast majority of known civilizations, it is only one of the "Involved" civilizations that take an active part in galactic affairs. The much older Homomda are slightly more advanced at the time of Consider Phlebas (this is, however, set several centuries before the other books, and Culture technology and martial power continue to advance in the interim);[b] the Morthanveld have a much larger population and economy, but are hampered by a more restrictive attitude to the role of AI in their society.[4] The capabilities of all such societies are vastly exceeded by those of the Elder civilisations (semi-retired from Galactic politics but who remain supremely potent) and even more so by those of the Sublimed, entities which have abandoned their material form for existence in the form of non-corporeal, multi-dimensional energy being. The Sublimed generally refrain from intervention in the material world.[5]

Some other civilizations hold less favourable views of the Culture.[6] At the time of their war with the Culture, the Idirans and some of their allies regarded the control that the Minds exercised over the Culture as a form of idolatry.[2][7] The Homomda regard the Culture as idealistic and hyper-active.[8] Some members of the Culture have seceded to form related civilizations, known collectively as the Ulterior. These include the Peace Faction, the AhForgetIt Tendency and the Zetetic Elench. Others simply drop out temporarily or permanently.[9]

The Culture stories have been described as "eerily prescient".[23] Consider Phlebas explicitly presents a clash of civilizations,[24] although this phrase was used by Samuel P. Huntington and earlier authors.[25] This is highlighted by the novel's description of the Idirans' expansion as a "jihad" and by its epigraphic verse from the Koran, "Idolatry is worse than carnage".[n] However, it was as much a "holy war" from the Culture's point of view.[24] Throughout the series, Contact and Special Circumstances show themselves willing to intervene, sometimes forcefully, in other civilizations to make them more Culture-like.

Much of Look to Windward is a commentary on the Idiran-Culture war, from a viewpoint 800 years later, mainly reflecting grief over both personal and large-scale losses and guilt over actions taken in the war. It combines these with similar reflections on the catastrophic miscarriage of the Culture's attempt to dissolve the Chelgrians' oppressive caste system. In neither case, however, does distress over the consequences of Culture policy lead its representatives to reject that policy. The book illustrates the limitations of power, and also points out that Minds and other AIs are as vulnerable as biological persons to grief, guilt and regrets.[24]

According to critic Farah Mendelson, the Culture stories are space opera, with certain elements that are free from scientific realism, and Banks uses this freedom extravagantly in order to focus on the human and political aspects of his universe; he rejects the dystopian direction of present-day capitalism, which both cyberpunk and earlier space operas assume, in creating a post-scarcity society as the primary civilization of focus.[26] Space opera had peaked in the 1930s, but started to decline as magazine editors such as John W. Campbell demanded more realistic approaches. By the 1960s many space operas were satires on earlier styles, such as Harry Harrison's Stainless Steel Rat and Bill, the Galactic Hero stories,[27] while televised and film space operas such as Star Trek and Star Wars were thought to have dumbed down the subgenre.[28][29] The Culture stories did much to revive space opera.[3][22]

Banks often uses "outsiders" as viewpoint characters,[34] and said that using an enemy of the Culture as the main character of Consider Phlebas, the first story in the series, enabled him to present a more rounded view of the Culture.[citation needed] However, this character realises that his attempts to plan for anything that might conceivably happen on a mission are very similar to the way in which the Culture makes all its decisions, and by the end suspects he has chosen the wrong side.[6]

The focal character of The Player of Games is bored with the lack of real challenges in his life,[6] is blackmailed into becoming a Culture agent, admires the vibrancy of the Azad Empire but is then disgusted by its brutality,[citation needed] and wins the final of the tournament by playing in a style that reflects the Culture's values.[6]

Use of Weapons features a non-Culture mercenary who accepts the benefits of association with the Culture, including immortality as the fee for his first assignment, and completes several dangerous missions as a Culture agent, but complains that he is kept in the dark about the aims of his missions and that in some of the wars he has fought maybe the Culture was backing both sides, with good reason.[6]

Look to Windward uses three commentators on the Culture, a near-immortal Behemothaur, a member of the race plunged into civil war by a Culture intervention that went wrong, and the ambassador of a race at similar technological level to the Culture's.[20]

The action scenes of the Culture stories are comparable to those of blockbuster films.[35] In an interview, Banks said he would like Consider Phlebas to be filmed "with a very, very, very big budget indeed" and would not mind if the story were given a happy ending, provided the biggest action scenes were kept.[36] On the other hand, The Player of Games relies mainly on the psychological tension of the games by which the ruler of the Azad Empire is selected.[32]

Banks is unspecific about many of the background details in the stories, such as the rules of the game that is the centrepiece of The Player of Games,[32] and cheerfully makes no attempt at scientific credibility.[o]

Banks says he conceived the Culture in the 1960s, and that it is a combination of wish fulfilment and a reaction against the predominantly right-wing science fiction produced in the United States.[37] In his opinion, the Culture might be a "great place to live", with no exploitation of people or AIs, and whose people could create beings greater than themselves.[38]

Before his first published novel, The Wasp Factory (1984; not science fiction), was accepted in 1983, Banks wrote five books that were rejected, of which three were science fiction.[39] In Banks's first draft of Use of Weapons in 1974, his third attempt at a novel, the Culture was just a backdrop intended to show that the mercenary agent was working for the "good guys" and was responsible for his own misdeeds. At the time he persuaded his friend Ken MacLeod to read it and MacLeod tried to suggest improvements, but the book had too much purple prose and a very convoluted structure. In 1984, shortly after The Wasp Factory was published, MacLeod was asked to read Use of Weapons again, and said there was "a good novel in there struggling to get out", and suggested the interleaved forwards and backwards narratives that appeared in the published version in 1990. The novella The State of the Art, which provides the title of the 1991 collection, dates from 1979, the first draft of The Player of Games from 1980 and that of Consider Phlebas from 1982.[40]

The American edition of Look to Windward was listed by the editors of SF Site as one of the "Best SF and Fantasy Books of 2001" after the UK edition had missed out by just one place the previous year.[42]

As a posthumous tribute to Iain Banks, aerospace manufacturer SpaceX named two of its autonomous spaceport drone ships after sentient star ships Just Read the Instructions and Of Course I Still Love You which first appeared in the novel The Player of Games. A third drone craft was named A Shortfall of Gravitas, inspired by the starship Experiencing a Significant Gravitas Shortfall in Look to Windward.[44][45]

The Culture is a lot to tackle in one thought-piece, but absolutely worth the effort, so I am going to break out the discussion as follows. This piece will talk about the high-level strengths and characteristics of the series as a whole. However, because The Culture is made up of a number of standalone novels set in the same collective universe, each individual book has a number of things to say that are worth investigating. So that the elements of the individual books are not lost, I will provide a map to nine of the core Culture books below that oversimplifies the themes that each book specializes in. Please note that these themes are the very tip of the iceberg, but I hope they provide some direction into the meat of each book. You can more or less start anywhere you want in the series, but we do recommend reading it in chronological order. There are ten books in the series, but we are only going to deep dive on nine because State of the Art is a short story collection that is a bit different from the other nine. If you want to learn more about a specific book, you can click on its title in the key to learn more about it specifically.

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