Quotes From "The Player Of Games" By Iain Banks

1
...for all its apparent speed, the ship was almost perfectly silent, and he experienced an enervating, eerie feeling, as though the ancient warship, mothballed all those centuries, had somehow not yet fully woken up, and events within its sleek hull still moved to another, slower tempo, made half of dreams. Iain Banks
2
What, anyway, was he to say? That intelligence could surpass and excel the blind force of evolution, with its emphasis on mutation, struggle and death? That conscious cooperation was more efficient than feral competition? Iain M. Banks
3
By being unknowable, by resulting from events which, at the sub-atomic level, cannot be fully predicted, the future remains malleable, and retains the possibility of change, the hope of coming to prevail; victory, to use an unfashionable word. In this, the future is a game; time is one of the rules. Iain M. Banks
4
It had been briefed that when Culture people didn’t speak Marain for a long time and did speak another language, they were liable to change; they acted differently, they started to think in that other language, they lost the carefully balanced interpretative structure of the Culture language, left its subtle shifts of cadence, tone and rhythm behind for, in virtually every case, something much cruder. Iain M. Banks
5
Marain, the Culture’s quintessentially wonderful language (so the Culture will tell you), has, as any schoolkid knows, one personal pronoun to cover females, males, in-betweens, neuters, children, drones, Minds, other sentient machines, and every life-form capable of scraping together anything remotely resembling a nervous system and the rudiments of language (or a good excuse for not having either). Naturally, there are ways of specifying a person’s sex in Marain, but they’re not used in everyday conversation . Iain M. Banks
6
Stories set in the Culture in which Things Went Wrong tended to start with humans losing or forgetting or deliberately leaving behind their terminal. It was a conventional opening, the equivalent of straying off the path in the wild woods in one age, or a car breaking down at night on a lonely road in another. Iain Banks
7
This is the story of a man who went far away for a long time, just to play a game. The man is a game-player called “Gurgeh.” The story starts with a battle that is not a battle, and ends with a game that is not a game. Iain M. Banks
8
There's something very... I don't know; primitive, perhaps, about you, Gurgeh. You've never changed sex, have you?' He shook his head. 'Or slept with a man?' Another shake. 'I thought so, ' Yay said. 'You're strange, Gurgeh.' She drained her glass. Iain Banks
9
It's luck. All is luck when skill's played out. It was luck left me with a face that didn't fit in Contact, it's luck that's made you a great game-player, it's luck that's put you here tonight. Neither of us were fully planned, Jernau Gurgeh; your genes determined you and your mother's genofixing made certain you would not be a cripple or mentally subnormal. The rest is chance. I was brought into being with the freedom to be myself; if what that general plan and that particular luck produced is something a majority – a majority, mark you; not all – of one SC admissions board decides is not what they just happen to want, is it my fault? Is it?"" No, " Gurgeh sighed, looking down." Oh, it's all so wonderful in the Culture, isn't it, Gurgeh; nobody starves and nobody dies of disease or natural disasters and nobody and nothing's exploited, but there's still luck and heartache and joy, there's still chance and advantage and disadvantage. Iain M. Banks
10
Escape is a commodity like anything else Iain Banks