Short Reviews of several Joe Haldeman Novels

This will contain spoilers

I love Forever War by Joe Haldeman. It is my favourite science-fiction-novel, and I highly recommend everyone read it.

I also devoured other Joe-haldeman-Novels, and was, disappointed.

After a recent re-read a few of his novels I noticed his style much more than in the past. It’s not just about the prose he writes, but also the elements that seem to occur in every one of his novels. Let’s look at the novels, and then his classic elements.

Joe Haldeman Novels I’ve read

  • Forever War
  • Forever War Graphic Novel
  • Forever Peace
  • Forever Free
  • Work Done for Hire
  • Marsbound
  • Starbound
  • Earthbound
  • A Separate War and Other Stories (short-story collection)
  • The Accidental Time-Machine
  • The Hemingway Hoax
  • Camouflage


The Forever War

Forever War was made after the jingoistic and militaristic Starship Troopers Novel came out, and take a decidely anti-militarism stance against it.

It deals with people being used and abused by an inhumane bureaucratic military machine that discards them in the most unfeeling manner, ripping them from their times and families. It was inspired by Haldeman’s eperiences during the Vietnam War.

Forever Peace

Spiritual sequel to Forever War. The main character is an academic and soldier controlling a “soldierboy”, a remotely controlled fighter while mind-sharing with several other people.

Forever Free

Actual sequel to Forever War. The last human colony tries to start an expedition 40000 years into the future.

Works pretty well except for the abrupt ending which introduces the aliens from Camouflage and a literal Deus Ex Machina.

A Separate War and Other Stories (short-story collection)

A few of the stories are great! One is a collection of four stories all starting with the line “So it became to pass that no-one had to die”, and explore different ways how immortality affects society.

Another one (“A Separate War”) ties into Forever War, but due to its short nature it doesn’t really come to anything.

The Forever War – Graphic Novel

The comic-adaption of Forever War is… disappointing. The story and environment suffer greatly from being condensed into a very compact format. Additionaly the visuals are sub-par and boring, and confusing at best. The military moves around in massive behemoth ships, but the landers look like real-world Space Shuttles.

The only positive ascept about it is a tiny bit that illuminates the main characters’ status as celebrities when returning home after their first missions, which went less explored in the actual novel.


Follows two shape-shifting aliens over the centuries as they navigate living among humanity.

The Hemingway Hoax

An author tries to create a “lost” Hemingway-novel and ends up jumping trough different alternate universes while evading entities which make sure that is not supposed to happen.

The Accidental Time-Machine

The Accidental Time-Machine is a riff on Orson Welles, with the protagonist accidentally assembling a time-machine and jumping long distances into the future.

Haldeman does what Haldeman does best and describes the weird and actually quite interesting civilizations that have developed in the increasingly far future, and how they came to be. Nothing ever comes from these, as they are treated as curiosities without any deeper meaning, and are as quickly abandonned as they are introduced.

As usual the story ends by barely set-up intervention of a higher power.

Marsbound, Starbound & Earthbound

The Marsbound-Trilogy is a weird beast as well.

Marsbound introduces the world with its Mars-colony and systems in place to support, as well as how it handles finding an intelligent lifeform. The sequel swaps this out for a decade-long deep-space mission to find another Alien entity, and Earthbound takes place entirely in a post-apocalyptic Earth where all electricity has been shut off by an alien species.

Work Done for Hire

Set in modern day. Main character is being framed for murder and tries to solve the mystery of it. Ends even more abruptly than the others.



This is treated the same vein as other “weird” stuff is treated. “Huh look at this weird future I guess this is it now”. The entirety of humanity turning bisexual is pointed out as different and accepted with resignation as the new default.

This is unlike Yoon Ha Lee‘s Ninefox Gambit, where all sexualities and genders are treated as “regular” without any need to point it out.

As most of his works were created decades ago this seems ok enough, and is still lightyears aheads of Orson Scott Card‘s absencence of everything but hetero-marriage.

Stuff happens, sudden ending

Most of his novels follow this formula. There is a series of events (mostly happening to the protagonist, and less driven by them), and then it ends.


Joe Haldeman‘s style is one of helplessness in new and uncommon situations, of having unknown worlds thrust upon you. It is a stream-of-consciousness narration that lives in the now

The thing is, in certain settings it works really well.

It works in sci-fi, and it works really well in military sci-fi. It might be the only style that allows Forever War to be so brilliant.

Stock Elements

  • Older Academic / Author (often the protagonist)
  • Younger love-interest
  • Some sort of military person
  • Lots of other academics
  • Abrupt ending

Ranking (relative to each other)

  • Forever War
  • A Separate War and Other Stories (short-story collection)
  • Forever Peace
  • Forever Free
  • The Accidental Time-Machine
  • Marsbound
  • Starbound
  • Camouflage
  • The Hemingway Hoax
  • Forever War Graphic Novel
  • Earthbound
  • Work Done for Hire


Go read Forever War. If you want more afterwards, check out the others.



The History of the Jedi in Star Wars Galaxies

The history of the Jedi in Star Wars Galaxies. I did a series of tweets on this, and copied them here:

  • I just stumbled on @RaphKoster‘s article on the original planned Jedi-Gameplay from #StarWarsGalaxies #SWG. Go check it out, it’s #gamedev-gold! More details (from that article and my memory) in thread below:
  • The main issue with #SWG was that it was set between Ep. 3 & 4, in which Jedi were -really rare- and -really powerful-. Everyone would love to play a Jedi, but having 1000’s of them running around would break the illusion of the gameworld
  • The article details ways they tried to accomplish that with gameplay. One (discarded) option was that everyone could be a jedi, but once you use force-powers the empire would come after you in increasingly unfair numbers.
  • Additionally your Jedi would have to endure permadeath. If you die as a Jedi, you are dead forever.
    What ended up being used was this, and for a time it was wonderful :) :
  • #SWG had 30+ “professions”. People would become bounty hunters, animal tamers, dancers, cooks, form guilds, etc. They just did that and lived in the world, and no-one cared about Jedi. No-one ever saw any, and they were just legends. Just like in that period in StarWars.
  • Then, 6 months after the game came out, the first Jedi appeared.
    The community went WILD.
  • How did she manage it? She didn’t even know it herself. No “you achieved Jedi Status” marker popped up in the moment, it was just there at one point. The player posted a list of all the things she accomplished, incl. visiting all planets, never marrying, reaching a certain level, and about 20 more things.
  • People were scrambling to find out how she became and Jedi and tried to reproduce these actions, but nobody could figure it out. So they went back to living in the world, being dancers, cooks, traders, etc.
  • What was going on under the hood is that every player had 5 professions randomly “chosen” for them, without them ever knowing. Once these were maxed out they would become a Jedi, but they would be only told when logging in next time.
  • Originally this idea also included things like “climb this mountain” or “do 5 duels”, but in the short development-time they only managed to implement the profession-based Jedi system (as professions were already present and could be tracked)
  • It was good. People loved the game, and Jedi were exceedingly rare and mythical. This kind of game would not be built today.
  • Then people (Players? Excecutives? idk) demanded more Jedi. Holocrons were added to the gameworld which could tell you one of the skills you needed to max out to get closer to becoming a Jedi. People knew the way now, and all they did was farm to become a Jedi
  • The illusion was broken, and now all people wanted to do was to become a jedi. There were many, and they were not mythical any longer.
  • Eventually development caved and an entire addon called “Trials of Obi-Wan” was released, which was centered on Jedi.
    A MONTH later the New Game Expansion was released, which was practically a new game, in which “Jedi” was a starting profession, and utterly mundane.
  • And that was the story of the Jedi in #StarWarsGalaxies, and how utterly brilliant the game-design-concept behind them was. Totally recommend reading this piece, and the accomplishing articles about other parts of #SWG


Let’s Protest! & Restoring Defunct Games

I just made Let’s Protest, my Molyjam 2012 game, playable again. Go check it out if you haven’t yet!

It was built for a Unity WebPlayer, whose support has been discontinued. Most of my games have been built for that, and a lot of them are sadly now defunct.

Restoring them is sadly not trivial. Here are the steps involved:

  • Finding Source-Code (my good filekeeping makes this quick)
  • Re-importing into Unity with WebGl-Settings. Depending on the size of the project this might take up to 1 hour
  • Adapting code to new standards, which is fairly straightforward, but has the potential to take up a lot of time
  • Dealing with Plugins & Libraries. This makes me happy I was anxious in the past about overly relying on 3rd-party-elements outside my understanding, and I was totally right. A lot of old plugins have now non-accepted code or just stopped working. Even if they are still supported getting the newest version and integrating them would take a noticable amount of time. Not to mention tools which might have changed their pricing and have thus become more expensive to acquire. This can become very time-intensive.
  • Checking everything in the game still works correctly
  • Checking everything still works after building. Unity WebGL-Builds sometimes produce issues not found in other builds, and this needs to be taken care of
  • Publishing

At best this entire process takes 2-3 hours. At worst (as it was 6 months ago for another game) it took me a month to figure out a super-slow publishing issue.

This is why it is infeasible for me to re-release all of those old titles, even though I would love to.