Sorbit & Spine

Book reviews, board game reviews, and a conservator's notes from western North Carolina.

The Player of Games Made Me Root for a Board Game Nerd

Rating: 4 / 5

Cover of the 1988 Macmillan first edition of The Player of Games by Iain M. Banks, an abstract dark background with a stylized game-board motif

I’ll admit the setup sounded goofy to me before I opened it, a guy who’s really good at games gets recruited to play a game that decides who runs an empire, and I braced for something silly. It is not silly. Gurgeh, our player, lives in the Culture, Banks’ post-scarcity utopia run by AI Minds so far beyond human intelligence that the drones assigned to babysit humans are basically middle management, and he’s bored in the specific way people get bored when nothing costs anything anymore. So when Contact, the Culture’s outward-facing diplomatic-slash-intelligence wing, offers him a trip to the empire of Azad, where the entire social and political hierarchy is determined by mastery of one absurdly complex game, he goes.

What surprised me is how much of the first act is comedy before it turns cold. there’s a scene early on where a Culture module orders a drink for someone and the bartending AI just spirals into an absolutely deranged, baroque cocktail description, i actually laughed out loud on a train reading it, and it’s the kind of subtle insider humor that tells you Banks is having fun before he starts taking your comfort away from you. Because the back two-thirds are genuinely bleak. Azad turns out to be a grotesque, Kafka-and-Borges-flavored dystopia, where the game isn’t a metaphor for the empire, it basically is the empire, and watching Gurgeh get pulled deeper into games he doesn’t fully understand the stakes of is where the book earns its tension.

A few readers clocked something I hadn’t considered until I read it stated plainly, that the drones here are behaviorally indistinguishable from remote-controlled humans, you could swap in a person at a console and lose nothing, which is a slightly deflating way to think about Banks’ AI utopia if you sit with it too long. And there’s a real, not-nothing complaint about the pronoun handling, the Culture is supposedly gender-fluid and post-scarcity in every meaningful sense but the prose defaults male throughout in a way that undercuts its own premise a little.

The comparison that stuck with me isn’t the obvious Ender’s Game one, though it’s there and Banks basically winks at it in the first sentence. It’s the Master of Go, Kawabata’s novel about a real 1938 Go match, that got named by more than one reader as the actual sibling text here, and once you see it you can’t unsee it, this is a book about the psychological toll of a long, formal contest as much as it’s a book about anything else. Someone else placed it against Piers Anthony’s Apprentice Adept books from the 80s, Azad and Proton both being worlds where winning the game literally makes you ruler, and honestly that comparison is funnier to me than flattering to either book.

Where the book stumbles, and where a chunk of three-star reviews land the same punch, is the cheating scene midway through. Gurgeh, established as fastidiously honest to the point of priggishness, cheats in a game he’s already winning, for reasons the text doesn’t fully sell, and it’s a real seam in the character, not a subtle one. I bought it anyway, mostly because I think Banks wants you to notice Gurgeh becoming less admirable exactly as the stakes get real, but I understand why it’s the thing that knocks this from a five to a four for a lot of people, myself somewhat included.

The actual game of Azad is never rules-explained, which normally would bother me, I like knowing why a move is smart, but here the vagueness works in the game’s favor, because the book isn’t really asking you to understand Azad, it’s asking you to watch a man understand a civilization by learning to lose to it correctly. Four stars, a very close four, for a book that’s smarter about power than it initially lets on.

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