Iain M Banks wrote nine novels set in the Culture universe. Were they prescient? Did they predict the future? In one sense, unambiguously not. They are not set in Earth’s future. The series is spread across a millennium – from Earth’s middle ages to the 20th century – but our planet is rarely mentioned. The galaxy is full of humans and humanoids, but the children of Earth are not among them. You can’t predict the future if you don’t show the future.
In another sense, though, they do. Banks died in 2013 – tragically young, at just 59. But he lived to see a technological world that was wildly different from that of the mid-1980s, when the Culture was first set down on paper (and wildly different from that of the 1960s, when he first had the idea). Most sci-fi, a few decades after it’s released, starts to look distinctly ropy. The 1983 vision of a super-hi-tech computer with green text on a screen and a blinking cursor would have been laughably dated by 2005. Watch any old Star Trek episode and you’ll see.
But Banks’s science fiction – even his earliest – rarely falls into this trap. Read the first Culture novel, Consider Phlebas, back to back with the most recent, and you’ll notice how little the technology has changed. In Phlebas, Banks is a bit more willing to use the word “computer” – it probably seemed quite futuristic, back in 1987 – but even in The Player of Games (published the following year), the word seems passé. An intelligent drone wails that the primitive aliens they’re visiting are “calling me a computer!” (The AI and drones are always characters in Banks’s fiction, never objects or tools.)
In some specific ways, too, Banks foresaw the changes that technology would bring. In Player, Banks says in an aside that when Culture citizens tell stories “in which Things Went Wrong” (the standard 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”, was humans “losing or forgetting or deliberately leaving behind their terminal”.
A terminal – usually a ring, button, pen or similar small jewellery-like item – is a person’s link to the super-powerful AI “Mind” that runs each artificial Culture world (and to everybody else in the Culture.) It’s a communication tool, an information source, a personal organiser; it can form a screen when required and answer any question. It’s always passively listening and a shout or a word can activate it. The titular character in Player uses his to take photographs. Imagine getting used to having all that to hand! No wonder it’s Culture citizens’ worst nightmare to lose it.
Player was published in 1988, when mobile phones were brick-sized things employed solely by awful City traders in those stupid blue shirts with white collars. But by the early 2000s, when my Nokia phone started to gain a few extra functionalities – a colour screen and the capacity to play music; then a camera; and at last a link, of sorts, to the internet – I remember having a conversation with a friend. “They’re becoming terminals,” I said. “They’re becoming the one thing you use for everything.” I used the Banks term because it seemed so clearly to be the Banks concept.
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