Virtual Genesis
Posted: July 10th, 2011, 2:11 am
Dear _,
Please consider my science fiction manuscript VIRTUAL GENESIS, complete at 100,000 words. It will appeal to science fiction fans and video gamers, such as those who buy the Halo books.
The six friends of the Sleepless Knights team have sensors implanted inside their skulls so they can play the newest video game, Virtual Assassin. The game exploits medical monitoring technology to create game scenarios in the real world, with the gamers dodging annoyed adults while running around with plastic weapons that look like real guns to them. It is easy to tell the game-generated weapons and items at first, but as the game progresses the virtual sensations become harder to distinguish from real touch, sound, and smell. Also, the game weapons generate intense momentary pain. As the stress of the game intensifies, many of the top gamers become ill, lifting the Sleepless Knights in the rankings. Since the game achieves sensory mimicry, no one realizes that a virus is at work until a gamer dies. Even more puzzling, the virus appears to be transmitted both biologically and digitally, exhibiting different symptoms in each person. And the virus mutates on a schedule, a virtual genesis of new variants.
When BiPolarBear and SmackJack become ill, the Sleepless Knights must not only battle the game and the competition, but also a virus that mutates at computer speed. Then SoreHead learns that the virtual virus might also increase the integration between their brains and the game computer. The remaining teammates must risk losing themselves in the virtual gaming world in an attempt to save their stricken friends.
Please consider my science fiction manuscript VIRTUAL GENESIS, complete at 100,000 words. It will appeal to science fiction fans and video gamers, such as those who buy the Halo books.
The six friends of the Sleepless Knights team have sensors implanted inside their skulls so they can play the newest video game, Virtual Assassin. The game exploits medical monitoring technology to create game scenarios in the real world, with the gamers dodging annoyed adults while running around with plastic weapons that look like real guns to them. It is easy to tell the game-generated weapons and items at first, but as the game progresses the virtual sensations become harder to distinguish from real touch, sound, and smell. Also, the game weapons generate intense momentary pain. As the stress of the game intensifies, many of the top gamers become ill, lifting the Sleepless Knights in the rankings. Since the game achieves sensory mimicry, no one realizes that a virus is at work until a gamer dies. Even more puzzling, the virus appears to be transmitted both biologically and digitally, exhibiting different symptoms in each person. And the virus mutates on a schedule, a virtual genesis of new variants.
When BiPolarBear and SmackJack become ill, the Sleepless Knights must not only battle the game and the competition, but also a virus that mutates at computer speed. Then SoreHead learns that the virtual virus might also increase the integration between their brains and the game computer. The remaining teammates must risk losing themselves in the virtual gaming world in an attempt to save their stricken friends.