| |
Author | Iain M. Banks |
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Country | United Kingdom |
Language | English |
Genre | Science Fiction |
Publisher | Orbit Books |
Published | 1987 – 2012 |
Media type | Print / Digital |
No. of books | 10 |
Website | https://www.iain-banks.net |
The Culture series is a science fiction series written by Scottish author Iain M. Banks and released from 1987 until 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 [lower-alpha 1] 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. 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 a 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 series comprises nine novels and one short story collection ordered by publication date:
Title | First published | Date of setting | ISBN | |
---|---|---|---|---|
Consider Phlebas [7] | 1987 | 1331 CE [lower-alpha 2] | 1-85723-138-4 | |
An episode in a full-scale war between the Culture and the Idirans, told mainly from the point of view of an operative of the Idiran Empire. [6] | ||||
The Player of Games [10] | 1988 | c. 2083 to 2087/88 CE [lower-alpha 3] | 1-85723-146-5 | |
A bored member of the Culture is blackmailed into being the Culture's agent in a plan to subvert a brutal, hierarchical empire. His mission is to win an empire-wide tournament by which the ruler of the empire is selected. [6] | ||||
Use of Weapons [10] | 1990 | 2092 CE [lower-alpha 4] main narrative. 1892 CE [lower-alpha 5] start of secondary narrative. | 1-85723-135-X | |
Chapters describing the current mission of a Culture special agent born and raised on a non-Culture planet alternate with chapters that describe in reverse chronological order earlier missions and the traumatic events that made him who he is. [11] | ||||
The State of the Art [12] | 1991 | varies (title story: 1977 CE) | 0-356-19669-0 | |
A short story collection. Two of the works are explicitly set in the Culture universe ("The State of the Art" and "A Gift from the Culture"), with a third work ("Descendant") possibly set in the Culture universe. In the title novella, the Mind in charge of an expedition to Earth decides not to make contact or intervene in any way, but instead to use Earth as a control group in the Culture's long-term comparison of intervention and non-interference. [5] | ||||
Excession [9] | 1996 | c. 1867 CE [lower-alpha 6] main setting. c. 1827 CE [lower-alpha 7] and c. 633 BCE [lower-alpha 8] flashbacks. | 1-85723-394-8 | |
An alien artifact far advanced beyond the Culture's understanding is used by one group of Minds to lure a civilisation (the behaviour of which they disapprove) into war; another group of Minds works against the conspiracy. A sub-plot covers how two humanoids make up their differences after traumatic events that happened 40 years earlier. [9] | ||||
Inversions [13] | 1998 | Unspecified | 1-85723-763-3 | |
Not explicitly a Culture novel, but recounts what appear to be the activities of a Special Circumstances agent and a Culture emigrant on a planet whose development is roughly equivalent to that of medieval Europe. The interwoven stories are told from the viewpoint of several of the locals. [14] | ||||
Look to Windward [8] | 2000 | c. 2167 CE [lower-alpha 9] | 1-85723-969-5 | |
The Culture has interfered in the development of a race known as the Chelgrians, with disastrous consequences. Now, in the light of a star that was destroyed 800 years previously during the Idiran War, plans for revenge are being hatched. [6] | ||||
Matter [4] | 2008 | c. 1887 or 2167 CE [lower-alpha 10] | 1-84149-417-8 | |
Surface Detail [16] | 2010 | sometime between 2767 [lower-alpha 11] and c. 2967 CE [lower-alpha 12] | 1-84149-893-9 | |
A young woman seeks revenge on her murderer after being brought back to life by Culture technology. Meanwhile, a war over the digitized souls of the dead is expanding from cyberspace into the real world. | ||||
The Hydrogen Sonata [17] | 2012 | c. 2375 CE [lower-alpha 13] | 978-0356501505 | |
In the last days of the Gzilt civilisation, which is about to Sublime, a secret from far back in their history threatens to unravel their plans. Aided by a number of Culture vessels and their avatars, one of the Gzilt tries to discover if much of their history was actually a lie. |
Since the Culture's biological population commonly live as long as 400 years [3] and have no need to work, they face the difficulty of giving meaning to their lives when the Minds and other intelligent machines can do almost anything better than the biological population can. [18] Many try—few successfully—to join Contact, the Culture's combined diplomatic / military / government service, and fewer still are invited to the even more elite Special Circumstances (SC), Contact's secret service and special operations division. [9] Normal Culture citizens vicariously derive meaning from their existence via the works of Contact and SC. Banks described the Culture as "some incredibly rich lady of leisure who does good, charitable works... Contact does that on a large scale." [19] The same need to find a purpose for existence contributed to the majority of the Culture embarking semi-voluntarily on its only recent full-scale war, to stop the expansion of the militaristic and expansionist Idirans—otherwise the Culture's economic and technological advancement would only have been an exercise in hedonism. [lower-alpha 2]
All of the stories feature the tension between the Culture's humane, anarcho-communist ideals and its need to intervene in the affairs of less enlightened and often less advanced civilisations. [2] [20] The first Culture novel, Consider Phlebas , describes an episode in the Idiran War, which the Culture's Minds foresaw would cause billions of deaths on both sides, but which their utilitarian calculations predicted would be the best course in the long term. [lower-alpha 2] The Idiran War serves as a recurring reference point in most of the subsequent novels, influencing the Culture's development for centuries and dividing its residents—both humanoids and AI Minds—along the pacifist and interventionist ideals.
In subsequent novels, the Culture—particularly SC and, to a lesser degree, Contact—continue to employ subterfuge, espionage, and even direct action (collectively called "dirty tricks") in order to protect itself and spread the Culture's "good works" and ideals. These dirty tricks include blackmailing persons, employing mercenaries, recruiting double agents, attempting to effect regime change, and even engaging in false flag operations against the Culture itself (potentially resulting in the death of billions). [2] [9] [10] Though each of these individual actions would horrify the average Culture citizen, the Culture's Minds tend to justify these actions in terms of lives saved in the long-term, perhaps over the course of several hundred years. The Culture is willing to use not only preemptive, but also retaliatory actions in order to deter future hostile actions against itself. Banks commented that in order to prevent atrocities, "even the Culture throws away its usual moral rule-book." [21] Andrew M. Butler noted that, "Having established the peaceful, utopian, game-playing tendencies of the Culture, ... in later volumes the Culture’s dirty tricks are more exposed." [22]
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". [lower-alpha 14] 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 has been described as "an incorrigible player of games" with both style and structure – and with the reader. [30] In both the Culture stories and his work outside science fiction, there are two sides to Banks, the "merry chatterer" who brings scenes to life and "the altogether less amiable character" who "engineers the often savage structure of his stories". [31] Banks uses a wide range of styles. The Player of Games opens in a leisurely manner as it presents the main character's sense of boredom and inertia, [32] and adopts for the main storyline a "spare, functional" style that contrasts with the "linguistic fireworks" of later stories. [30] Sometimes the styles used in Excession relate to the function and focal character of the scene: slow-paced and detailed for Dajeil, who is still mourning over traumatic events that happened decades earlier; a parody of huntin', shootin', and fishin' country gentlemen, sometimes reminiscent of P. G. Wodehouse, when describing the viewpoint of the Affront; the ship Serious Callers Only, afraid of becoming involved in the conflict between factions of Minds, speaks in cryptic verse, while the Sleeper Service, acting as a freelance detective, adopts a hardboiled style. On the other hand, Banks often wrong-foots readers by using prosaic descriptions for the grandest scenery, self-deprecation and humour for the most heroic actions, and a poetic style in describing one of the Affront's killings. [26]
He delights in building up expectations and then surprising the reader.[ citation needed ] Even in The Player of Games, which has the simplest style and structure of the series, the last line of the epilogue reveals who was really pulling the strings all along. [30] In all the Culture stories, Banks subverts many clichés of space opera. The Minds are not plotting to take over the universe, and no-one is following a grand plan. [26] The darkly comic double-act of Ferbin and Holse in Matter is not something most writers would place in "the normally po-faced context of space opera". [31] Even the names of Culture spaceships are jokes – for example Lightly Seared on the Reality Grill, Experiencing a Significant Gravitas Shortfall (part of a running gag in the series [21] ) and Liveware Problem (see liveware). [33]
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. [lower-alpha 15]
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]
Inversions won the 2004 Italia Science Fiction Award for the Best International Novel. [41]
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]
Use of Weapons was listed in Damien Broderick's book Science Fiction: The 101 Best Novels 1985–2010. [43]
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]
A further tribute was paid by the Five Deeps Expedition which named all of its craft after Culture ships and drones. [46]
On an episode of Lex Fridman's podcast released on April 29, 2022, the artist Grimes said that Surface Detail of the Culture series is the greatest science fiction book ever written. [47]
Hard science fiction is a category of science fiction characterized by concern for scientific accuracy and logic. The term was first used in print in 1957 by P. Schuyler Miller in a review of John W. Campbell's Islands of Space in the November issue of Astounding Science Fiction. The complementary term soft science fiction, formed by analogy to the popular distinction between the "hard" (natural) and "soft" (social) sciences, first appeared in the late 1970s. Though there are examples generally considered as "hard" science fiction such as Isaac Asimov's Foundation series, built on mathematical sociology, science fiction critic Gary Westfahl argues that while neither term is part of a rigorous taxonomy, they are approximate ways of characterizing stories that reviewers and commentators have found useful.
Iain Banks was a Scottish author, writing mainstream fiction as Iain Banks and science fiction as Iain M. Banks, adding the initial of his adopted middle name Menzies. After the success of The Wasp Factory (1984), he began to write full time. His first science fiction book, Consider Phlebas, appeared in 1987, marking the start of the Culture series. His books have been adapted for theatre, radio, and television. In 2008, The Times named Banks in their list of "The 50 greatest British writers since 1945".
Kenneth Macrae MacLeod is a Scottish science fiction writer. His novels The Sky Road and The Night Sessions won the BSFA Award. MacLeod's novels have been nominated for the Arthur C. Clarke, Hugo, Nebula, Locus, and Campbell Memorial awards for best novel on multiple occasions.
Ringworld is a 1970 science fiction novel by Larry Niven, set in his Known Space universe and considered a classic of science fiction literature. Ringworld tells the story of Louis Wu and his companions on a mission to the Ringworld, an enormous rotating ring, an alien construct in space 186 million miles in diameter. Niven later wrote three sequel novels and then cowrote, with Edward M. Lerner, four prequels and a final sequel; the five latter novels constitute the Fleet of Worlds series. All the novels in the Ringworld series tie into numerous other books set in Known Space. Ringworld won the Nebula Award in 1970, as well as both the Hugo Award and Locus Award in 1971.
Consider Phlebas, first published in 1987, is a space opera novel by Scottish writer Iain M. Banks. It is the first in a series of novels about an interstellar post-scarcity society called the Culture.
The Culture is a fictional interstellar post-scarcity civilisation or society created by the Scottish writer Iain Banks and features in a number of his space opera novels and works of short fiction, collectively called the Culture series.
The State of the Art is a short story collection by Scottish writer Iain M. Banks, first published in 1989. The collection includes some stories originally published under his other byline "Iain Banks", as well as the title novella and others set in Banks's Culture fictional universe.
The Player of Games is a science fiction novel by Scottish writer Iain M. Banks, first published in 1988. It was the second published Culture novel. A film version was planned by Pathé in the 1990s, but was abandoned.
Excession is a 1996 science fiction novel by Scottish writer Iain M. Banks. It is the fifth in the Culture series, a series of ten science fiction novels which feature a utopian interstellar society called the Culture. It concerns the response of the Culture and other interstellar societies to an unprecedented alien artifact, the Excession of the title.
Look to Windward is a science fiction novel by Scottish writer Iain M. Banks, first published in 2000. It is Banks' sixth published novel to feature the Culture. The book's dedication reads: "For the Gulf War Veterans". The novel takes its title from a line in T. S. Eliot's poem The Waste Land:
Use of Weapons is a science fiction novel by Scottish writer Iain M. Banks, first published in 1990. It is the third novel in the Culture series.
Feersum Endjinn is a science fiction novel by Scottish writer Iain M. Banks, first published in 1994. It won a British Science Fiction Association Award in 1994.
The overwhelming majority of fiction is set on or features the Earth, as the only planet home to humans or known to have life. This also holds true of science fiction, despite perceptions to the contrary. Works that focus specifically on Earth may do so holistically, treating the planet as one semi-biological entity. Counterfactual depictions of the shape of the Earth, be it flat or hollow, are occasionally featured. A personified, living Earth appears in a handful of works. In works set in the far future, Earth can be a center of space-faring human civilization, or just one of many inhabited planets of a galactic empire, and sometimes destroyed by ecological disaster or nuclear war or otherwise forgotten or lost.
Orion's Arm is a multi-authored online science fiction world-building project, first established in 2000 by M. Alan Kazlev, Donna Malcolm Hirsekorn, Bernd Helfert and Anders Sandberg and further co-authored by many people since. Anyone can contribute articles, stories, artwork, or music to the website. A large mailing list exists, in which members debate aspects of the world they are creating, discussing additions, modifications, issues arising, and work to be done.
John Frederick Clute is a Canadian-born author and critic specializing in science fiction and fantasy literature who has lived in both England and the United States since 1969. He has been described as "an integral part of science fiction's history" and "perhaps the foremost reader-critic of science fiction in our time, and one of the best the genre has ever known." He was one of eight people who founded the English magazine Interzone in 1982.
Surface Detail by Iain M. Banks is a science fiction novel in his Culture series, first published in the UK on 7 October 2010 and the US on 28 October 2010.
The Centauri Device is the third novel by English author M. John Harrison. The novel, originally conceived as an "anti-space opera" would ultimately go on to make a major contribution to revitalising the subgenre and influencing the works of later authors such as Iain M. Banks and Alastair Reynolds.
Space opera is a subgenre of science fiction that emphasizes space warfare, with use of melodramatic, risk-taking space adventures, relationships, and chivalric romance. Set mainly or entirely in outer space, it features technological and social advancements in faster-than-light travel, futuristic weapons, and sophisticated technology, on a backdrop of galactic empires and interstellar wars with fictional aliens, often in fictional galaxies. The term does not refer to opera music, but instead originally referred to the melodrama, scope, and formulaic stories of operas, much as used in "horse opera", a 1930s phrase for a clichéd and formulaic Western film, and "soap opera", a melodramatic domestic drama. Space operas emerged in the 1930s and continue to be produced in literature, film, comics, television, video games and board games.
Ancillary Justice is a science fiction novel by the American writer Ann Leckie, published in 2013. It is Leckie's debut novel and the first in her Imperial Radch space opera trilogy, followed by Ancillary Sword (2014) and Ancillary Mercy (2015). The novel follows Breq—who is both the sole survivor of a starship destroyed by treachery and the vessel of that ship's artificial consciousness—as she seeks revenge against the ruler of her civilization. The cover art is by John Harris.
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