Science Fiction & Fantasy      Science Fiction

KILL ME IN A GAME

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Book Details
Language
English
Publishers
Independently published (25 Mar. 2024)
Weight
0.35 KG
Publication Date
25/03/2024
Pages
254 pages
ISBN-13
9798320772707
Dimensions
15.24 x 1.47 x 22.86 cm
SKU
9798320772707
Author Name
Alvi Chanti (Author)
Hello, dear readers! My pen name is Alvi Chanti. I won't take up too much of your precious time. I believe a true creator should remain a mystery to readers, in the best sense of this word. Besides, if I fail to reveal who truly I am through my books, then there is no point in writing them in the first place.I always wanted to be a fiction author and achieved my dream by publishing a book with a publishing house some years ago. Since then, I have considered myself a full-fledged fiction writer. I have lived in thousands worlds within my fictional universe, and now I invite you, esteemed English readers, to enter them as well. Thank you in advance for your attention, purchase, feedback, and support.Read more about this authorRead less about this author
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SYNOPSIS"KILL ME IN A GAME"GENRE AND TARGET AUDIENCE:Set in the not-so-distant future, "Kill Me in a Game" falls squarely into the dystopian cyberpunk genre. It unveils a world where fully immersive VR-games have become the zenith of human entertainment, bringing with them a dark underbelly of consequences.

This novel caters to enthusiasts of computer games and lovers of dark, dystopian narratives. MAIN CHARACTERS:Isa Aldamov, better known by his alias Canis Lupus, is a 29-year-old ex-gamer turned VR-sport champion.

Having abandoned the world of full-immersion VR-games to escape the deadly grip of atrophy—a common fate among gamers in this "Sleeping (Dreaming) Planet"—he navigates a reality where virtual sports reign supreme. Though the story features numerous supporting characters, they primarily serve to enrich Isa's journey.

CONFLICTS:The future VR-games are absolutely indistinguishable from reality, and what's more – the person who plays the full-immersive can be tricked into believing in the game he is experiencing. This feature makes such games absolute beasts! An emotional experience unlike anything up until now.

And, of course, such a possibility comes with a large number of problems. They are just unavoidable in this case.

There are games that can heal, and there are games that can kill. That is the main motto of the novel.

But the plot has much more in it than just interrogating the problems of too-real VR--games. The main theme is AI and Political Control.

Do we, humans, have the right to create artificial conscious beings? Do we have the right (regardless of what we understand under that definition) to play gods in VR-realms? The author poses these questions and suggests a unique idea that True Artificial Intelligence would be created not by scientists but by chance by the gaming industry, which will benefit from it the most. Who doesn’t want to play in a real fantasy world with real “people” and creatures? Imagine all animes are real! Imagine all their characters thoroughly created and alive, living their lives in their world? What a temptation!THEMES AND MOTIVES:The story navigates through a dystopian future, state control over individuals, psychological challenges, artificial intelligence, and the impacts of extreme wealth on our sociality, among other themes.

STYLE AND TONE:The narrative employs a first-person viewpoint, offering an immersive experience from the protagonist's perspective. SPECIAL FEATURES:The plot is noted for its dynamic pacing, avoiding unnecessary embellishments and lengthy digressions, making it well-suited for adaptation into film or anime.

INTENTION:The novel aims to explore the intricacies of artificial intelligence, delve into profound psychological issues, and provide entertainment at the same time. .

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