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.
In Iain M. Banks' "The Player of Games", narratives often begin with a common theme where humans abandon, forget, or lose their connection to technology, symbolized by the term 'terminal'. This motif mirrors the classic storytelling trope of characters straying from familiar routes or facing unexpected challenges, much like getting lost in a forest or experiencing a vehicle breakdown in isolation.
This approach sets the tone for the unfolding drama, showcasing a moment of vulnerability and disconnection from the familiar. It invites readers to explore how characters navigate their surroundings and confront the consequences of their choices in a world where the balance of technology and humanity is fragile.