Showing posts with label George Ivanoff. Show all posts
Showing posts with label George Ivanoff. Show all posts

21 October 2011

Gamers’ Challenge

by George Ivanoff

Ford Street Publishing. Australian, Junior, Young Adult, Science Fantasy. Paperback RRP $16.95
Guest Reviewer - Anastasia Gonis

It all started when they broke the Designers’ Rules. They kissed. Then everything changed. Now Tark and Zyra are no longer part of the game. Zyra is now susceptible to every human hurt and habit. Tark is ‘unheard and unseen’ but he feels free from the dependency of Designers’ Paradise where they had lived unchanged and ageless, each one programmed with specified speech patterns.

But a different game starts when Zyra and Tark come into contact with Tee, an Outer, which they too have now become, who has left the game and lives in a community of similar minds. The two are faced with another challenge; another quest. They discover that they have been character constructions, players trapped in a never-ending game that exist in a world of technology that recreates them over and over.

The Outers are being chased by a ball of static known as VI –Viral Interface, comprised of pieces of computer Interface that have escaped into the environment and become lethal. The worst is that the VI becomes larger and more powerful with every kill. It also multiplies as it grows, splitting into additional killers with increasing power and momentum.

The Outers discover the existence of an Ultimate Gamer, with an ultimate exit code that can remove him from the game environment and into the real world. Thus begins the quest to find him and uncover the cheat code. But they are unprepared for what this means. One revelation leads to another inside a labyrinth of options connected with the countless deceptive personas of the Ultimate Gamer. Will Tark and Zyra be able to discern what reality is as they play one last game?

With zombies, knights and dragons, bloody battles, chaos and catastrophe, and magik portals, the reader will view computers, viruses, corrupted files and anti-virus programs with new eyes. Here they become metaphors for danger and destruction in a world where conformity is the ultimate game.

This is the sequel to the charged, Gamers’ Quest. The Reading Stack interviewed George Ivanoff in March 2010.

05 March 2010

Guest Blogger - Author George Ivanoff

Writing Gamers’ Quest

Ford Street Publishing. Australian, Junior, Young Adult. Paperback RRP $16.95

How did my teen science fiction novel, Gamers’ Quest, come into being?

It all started with a call from Paul Collins at Ford Street Publishing. He was putting together a short story anthology called Trust Me! and wanted to know if I would contribute a story. Of course, I said YES!

Then I sat down in front of the television and started channel surfing. No, I wasn’t procrastinating… I was conducting research. I ended up watching a doco on the ABC about online computer gaming. By the time I had finished watching the programme, I knew what my story would be.

“Game Plan” was based on the following premise: if ordinary people, who live ordinary lives, escape their mundane existence by playing high action games full of fantasy, danger and death, what sort of games would be played by people who lived extraordinary lives in fantastical surrounds filled with death and danger on a daily basis? And so I had a story about two teenage thieves, Tark and Zyra, fighting their way through extraordinary challenges to reach a place called Designers Paradise, where they would escape their lives for a short while, playing a quiet, peaceful virtual reality game called Suburbia. It was a short story leading towards a twist ending. I was happy with it. It was published. And that was that… or so I thought.

Next thing you know, Paul Collins is telling me that fellow author, Meredith Costain, thought that “Game Plan” would make a good basis for a novel. Never one to pass up an opportunity, I turned to Paul and said: “Well, if I write it, will you publish it?” To which he responded: “Well, when you’ve written an outline, send it to me and we’ll see.”

It took me several weeks and numerous re-writes before I had an outline that I was happy with. Then I wrote the first four chapters, and emailed them to Paul with the outline. Two days later I had an email with feedback and a contract. Nine full drafts later, I had a novel.

How did I turn a 2,000-word short story into a 35,000-word novel? It was not simply a matter of expanding the existing plot, although I did do a bit of that. The twist at the end of the story was not enough to sustain an entire novel — so it became a jumping off point to further the plot. Where the short story ends as the protagonists enter the Suburbia game, the novel continues. Whereas the story simply led to a twist, the novel explores questions of reality and identity.

It goes without saying that I had to flesh out the characters. I also changed a couple of the characters around. The main villain from the story, a thief called the Cracker, became the secondary villain in the novel. The minor villain from the story, the Fat Man, who was there merely to be robbed, evolved into the primary villain. I also ended up introducing a new major character, as I felt the plot needed someone who was neither hero nor villain. Princeling Galbrath is a spoiled and vengeful kid who looks out for number one. But he is also lonely and unhappy with his life. At first he’s portrayed as a villain, but as the story progresses, he ends up helping Tark and Zyra. When the novel reaches its climax, Galbrath is faced with a choice as to which side to join. His choice ends up being the deciding factor in the climax.

One of my biggest decisions with the novel was to try to give it the feel of a computer game. There are different classes and levels of player, and there are different rules that apply to the different levels.

The world that Tark and Zyra inhabit has the pace and excitement of a computer game, along with a feeling of tongue-in-cheek fun. It is non-stop action, and there is no sense of night and day. The characters progress from one challenge to the next, without sleeping or eating, with no real sense of time, until they reach their goal. Once the characters reach that goal, I felt okay about slowing things down a little.

Things changed, of course, during the many re-writes, as the manuscript went back and forth between the editor, the publisher and me. Scenes were added, chapters deleted and a change or two to make the book age-appropriate for the 11+ market. In the end, I’m really pleased with the final novel. Reviews have been great and, more importantly, feedback from teenage readers has been terrific. Now, if only it would soar into best-seller status!