A quick teaser

Eunice and I, for those who may have missed it, released a new novel earlier this month, London Under Veil. It’s a departure for us (though to be fair that happens often; we can’t seem to find a genre and stick to it)—a sexy contemporary urban fantasy that follows a coven of spellcasting sex workers in their secret underground war with Objectivist Tory rage mages on the eve of Brexit.

We launched the book at WorldCon Glasgow, and sold out by Saturday morning. The first printing is completely gone.

Since then, I’ve received a surprising number of emails, DMs, and Facebook Messenger messages asking if there will be a sequel. Honestly, you guys are amazing, I’m so glad the book has resonated with so many folks!

The answer is yes. We’re working on the second novel in the Guild and City series, working title London Falling, right now.

In honor of all the people asking if there will be a second novel, I’d like to offer up this teaser, from the first draft of the still-in-progress sequel:

Eventually, the door opened. A bald man in a white shirt, sleeveless and sweat-stained, glared out at them. “I don’t imagine you’ll just go away if I ask you to?” he growled.

“I’d prefer not to,” Serene said. “We’ve travelled quite a distance.”

He paused for a moment, his expression sour, then his face changed, as though he’d reached some sort of decision. “Suppose you might as well c’mon up, then.” He turned and climbed a steep set of narrow, worn wooden steps. Serene followed him up. May hesitated, then climbed after her. Lillian and Iris followed. Iris shut the door, plunging them into gloom.

The steps ascended for longer than what seemed, strictly speaking, reasonable. Bare lightbulbs overhead cast a dim yellow glow that didn’t seem to illuminate the stairs so much as provide opportunity for shadows to gather. May frowned. A tingle swept over her skin. The acrid scent of ozone stung her nose.

The stairs ended, an entirely unnatural distance from the long-vanished entrance, at a small landing, before a massive wooden door carved with intricate reliefs of men and women cavorting lecherously beneath the boughs of an enormous tree. It swung open silently, into a penthouse suite lavish beyond the dreams of decadence. Luxurious white carpet covered the floor. To one side, a long bar, lit by glowing neon, ran the length of the wall. Bottles of exotic liquors, some with labels that seemed to twist the eye, lined up on shelves of dark polished wood. Along the other wall, huge windows that May couldn’t quite imagine belonging to the shabby industrial building looked toward the New York skyline. Three shallow steps descended into a large rectangular pit in the centre of the room, occupied by the largest sectional couch May had ever seen. A small round fireplace of brass-coloured metal squatted in the centre of the sectional, filling the space with warmth and light from a cheerful fire.

The man, Sam, turned to face them. May blinked. She’d somehow expected to see a stereotypical American, a middle-aged man with a paunch but no hair, in a grungy, sweaty tank top that whose best days were well behind it, and hadn’t been particularly good even then. Instead, a tall, slender man with long flowing hair and eyes the colour of honey, features as beautiful and androgynous as a Renaissance painting, scowled back at her. When she thought back, he’d always looked this way; why had she imagined anything else?

“Serene,” he said in a voice that carried Arctic frost. “I wish I could say this is an unexpected pleasure. It’s certainly unexpected, at any rate. Why you, of all people, might possibly believe you would find welcome here is beyond—oh, hey, Iris!”

“Sam!” Iris squealed. She flung herself forward, past Lillian and a gobsmacked May, to throw her arms around him. He embraced her warmly.

May’s jaw dropped. Lillian burst into laughter. Serene lifted an eyebrow. “Okay,” Lillian said, once Iris had release him. “I have got to hear this story.”

“A bit before your time,” Iris said. “Hey, Serene, you remember that infosec conference you sent me to in Glasgow, right after I started working for you? You know the one, securing private networks against intrusion? Defence in depth for network-facing servers?”

Serene folded her arms. “I have some vague memory of that, yes.”

“I met Sam there! He was brushing up on design of low-latency content delivery networks for streaming media.”

“And the rest is history,” Sam said. “Iris gave me her email—”

“Of course she did,” Serene said.

“—and we stayed in touch. I’m glad to see you’re keeping a better class of company these days, Serene.”

“Sometimes I wonder if I’m really necessary at all,” Serene said.

“Humble, too.” Sam looked her up and down with his strange eyes. “One almost might wonder if you’re the same Serene I know and love—well, I know so well. I’m less familiar with your other companions.”

His gaze met May’s. A physical jolt ran up her back. She found herself falling into his eyes, like pools of shimmering gold. A long slow flush passed through her body, a wave of tingling pleasure that flowed across her skin. She wondered, for just a moment, what it might be like to taste his lips on hers. “I’m May,” she heard herself say. “I’ve been part of the Guild since—” The shields slammed down in her mind. “Wow, nice trick. You’re good.”

“May and Lillian have been with us for a small while,” Serene said. “You need not concern yourself with them.”

“I concern myself as I choose. And yes, I am.” He turned his gaze away from May, who shuddered at the sudden absence.

His eyes locked onto Lillian. She blushed scarlet. “Okay, you’ve made your point,” Serene said.

“Have I?” he said, tone mild. “What point do you believe I am making? No, never mind, I don’t care. I’m more concerned about what ill wind has tossed you up upon my shore.”

“I’m certain you must’ve heard the news, even in a magical backwater like this,” Serene said. “The Adversary, open war…”

“Ah, yes, now that you mention it, I do think I heard some rumblings,” Sam said. “Rather nasty affair, from the sound of it. But what I cannot quite grasp is how that relates in any way to me. Where’s the proud Serene, the Serene so confident in her ability to manage her own affairs?”

“Believe me, if I felt I had any other choice, I wouldn’t be here.”

“Oh, I have no doubt. It must’ve been terrible, swallowing your pride. Though I am pleased you brought along such lovely company. Iris, it’s been far too long. Your work on waveguide-thaumaturgy over digital packet-switched networks is remarkable.”

“Your who what?” Lillian said.

“Casting spells over the Internet,” Iris said. “I’m still not certain it’s possible.”

With every job when it’s complete, there is a sense of bitter-sweet

After almost three years of effort, I finally had my last dental appointment yesterday. In honor of the journey, my dentist wore bunny ears during that last session.

It started with a failed crown. That in itself shouldn’t have turned into a three-year nightmare, but gather ’round, Gentle Readers, for a harrowing tale to send chills down the spines of the most manly of men.

The crown was old; I got it in 1998 or 1999. Apparently these things don’t last forever (who knew?); they’re usually rated for fifteen years and this one lasted 25, so yay for that, I guess?

Anyway, I took the broken crown to my dentist, who looked at it, peered into my mouth, probed around a bit, said “hmm” a lot, then said something you never want to hear from a healthcare professional:

“We don’t deal with this kind of situation here. You’ll need to go somewhere else.”

Now, we’re talking about what ought to be, in the scheme of things, a rather simple and straightforward procedure (ha ha ha as if, just you wait), not the sort of medical condition where a doctor gets to name a new disease, so I found this…peculiar. But, referral in hand, I made an appointment with a new dentist.

They too looked at the broken crown, poked around for a bit, said “hmm” a lot, took a whole bunch of X-rays, said “hmm” some more, took a different kind of X-ray, said “hmm,” and then my dentist called another dentist over, who looked at all the X-rays, said “hmm,” then said “I’m going to call someone else to have a look at this.”

That is when I knew, Gentle Reader, that Something Was Up.

The new guy showed up, looked at the X-rays, said “hmm” several times, and then said “okay, so, Mr. Veaux, you see…”

The problem was not the crown that failed, but the one next to it. I’d had a root canal in…goodness. Um, 1996, maybe? Somewhere thereabouts.

In this world, there are people who take pride in their work, people for whom it’s not just the money but the satisfaction of a job well done. The guy who did that root canal…wasn’t that sort of person.

The X-ray showed a small void, a gap between the crown on that tooth and the tooth itself.

It also showed a large piece of a broken tool lodged inside the tooth.

And it showed that the dentist had, and as I type these words I did not know this was possible, missed one of the tooth roots completely, which had, of course, become infected.

They had a meeting, in which they discussed whether they wanted to re-do the root canal by taking off the existing crown, drilling through the existing crown, or (and yes, this actually came up as a possibility) drilling through the bottom of my jaw into the tooth, which is apparently a procedure that, God help them, some people actually undergo.

Then my mom was diagnosed with cancer, so both my sister and I started flying back and forth between home and Florida to help my dad care for her.Which pretty much scuttled most of my ability to plan multiple dental visits.

My mom died after a thirteen-month battle, the last few months of which were just awful beyond belief.

When I returned once more unto the breach of this dental misadventure, I had The Talk™ with my dentist, and with the dentist called in to re-do the root canal. The Talk™ looks like this:

Just so you know, I am highly resistant to local anesthetics. It’s a genetic trait, I inherited it from my mom. It is much harder than you think to get me numb, and it takes a long time, and it wears off quickly. So, be warned.

I always tell them. They never listen at first. “Oh, don’t worry, I can get you numb,” each new dentist says, “it won’t be a problem.”

Narrator: “It was a problem.”

The guy they called in to handle the root canal took nearly an hour, and seven ampules of lidocaine(!!), before he declared himself ready.

He went in through the existing crown, which was something of an ordeal involving several fascinating smells, including one I could almost swear smelled like smoke, and rather a lot more “hmm” and “that’s interesting” and “I wonder if…” than I am, generally speaking, entirely comfortable with from someone who is placing medical instruments in any part of my body.

Apparently, from what I gather, the tooth had an extra root, which I didn’t even know was a thing that could happen, and that explains why the previous guy back in the 90s missed it but doesn’t explain why he left a broken bit of tool inside the root canal (they didn’t give me a copy of the X-ray, more’s the pity, because it’s freaky and I’d love to horrify you, Gentle Reader, with it).

After rather a lot of work, he pronounced himself satisfied, and I was back on track, only this time with replacing two crowns rather than one.

I be-bopped off to Springfield to spend time with my Talespinner, then returned to tilt once more at the windmill, when my dentist took a whole new set of X-rays on account of, you know, I’d been away for thirteen months helping care for my mom, and decided that a third crown, also from the mid 90s or somewhere thereabout, was separating from the tooth and thus was well past its use-by date.

I will spare you the details of the last seven months, even though Fate did not spare me, because unlike Fate I have a conscience. Suffice to say that seven months, a detached temporary crown, and three thousand dollar in out-of-pocket expenses later, I have been given a clean bill of health, and my dentist sent me off from yesterday’s appointment with a celebratory pair of ears of his own.

Which I, and the entire rest of the office, found charming.

Now the days spread before me, my calendar has no dental appointments on it, and I breathe in and say to myself, “is this what normal feels like?”

Starfield: The Game that Could Have Been

Some while ago, I answered a question over on Quora about whether or not it’s okay to pirate a video game if you can’t afford it. I write for a living, which of course means I take intellectual property seriously. Also, I write for a living, which means I don’t have very much money.

So, as you might imagine, I answered no, it’s not okay to steal other people’s work, even if you can’t afford to buy it, and as an example I used Starfield, the massive single-player role-playing game from Bethesda.

I like Bethesda games. I have, as of the time of writing this, sunk over 1,990 hours into Skyrim and 1,570 hours into Fallout 4. I’ve itched to play Starfield since I first heard of it, but at seventy bucks for the “normal” game and a hundred bucks for the “premium” version, I was like nah.

So, Quora being what it is, one of the kind folks over there bought me a copy, and another friend on Quora gave me a machine that could play it.

Which was amazing.

I now have about 225 hours in Starfield, and it’s so, so close to being a good game, but it just…isn’t.

All the ingredients are there for a truly amazing game except one: the game designers forgot to make it fun.

It’s an innovative game. It’s a pretty game, in places (and in places it’s howlingly bad). It has a bunch of cool, well-thought-out design ideas. It’s just not fun.

So, let’s do a deep dive into why Starfield misfired so badly. Caution: Long essay is long.

Part 0: WTF is Starfield?

It’s Skyrim in space. Seriously, it’s Skyrim in space.

If you know and love Skyrim, you’ll largely know what to expect. You, a blue-collar miner in the ass end of the explored universe, come across a Cosmic Mystery™ that catapults you on an adventure. Along the way, you’ll team up with companions who will guide you (and maybe marry you), you’ll engage in countless battles, and you’ll develop strange powers never before seen, only instead of gaining powers from long-forgotten ancient temples you explore with the aid of your trusty bow and an overpowered Sneak skill, you’ll gain powers from long-forgotten ancient temples you explore with the aid of your trusty laser gun and an overpowered Sneak skill.

You’ll also gather resources to build outposts on widely-scattered planets, rather than gathering resources to build settlements in widely-scattered parts of Boston.

Honestly, this sounded like pure pixelated crack cocaine to me. (Did I mention I’ve over a thousand hours in both Skyrim and Fallout 4?) Take a mashup of Skyrim and Fallout and put them in SPAAAACE!!!!!™? Sign me the hell up! What’s that you say? I can design and build my own spaceships too? You already had me! Let’s do it!

And yet…and yet…

Somehow, it manages not to be nearly as interesting as Skyrim or Fallout. It’s huge—a hundred worlds with endless procedurally generated terrain to explore—but it feels tiny. The main city in Starfield, New Atlantis, is the largest city Bethesda has ever created, but it feels stifling.

So what went wrong?

Part 1: The Bits that Work

Before I do a deep dive into the parts that went off the rails, I want to acknowledge that there’s a lot to like.

The spaceship crafting is amazing.

This is my ship, Anopheles.

This is a ship I have in one way or another been working on for forty years. Back in my high school days, I played in a Traveller pen and paper role-playing game (remember that? The game where you could die during character generation?) with my best friend down the street and the rest of my friends circle. We flew around in Anopheles, named for the mosquito that carries malaria—a tiny, heavily-armed five-person ship, fast and light, with no armor but a hell of a punch.

Later, after university, I ran a hard-SF GURPS Space game for about five or six years, in which the players explored the Rich Cluster, a small globular star cluster with about a dozen habitable worlds all quite close to each other, in which the players flew around getting involved in weird political messes in Anopheles—you got it, a tiny, heavily-armed five-person ship named after the mosquito that carries malaria.

My Starfield ship was again a tiny, heavily-armed craft with a long spine projecting from the front that carries a bunch of particle beam weapons that chew through much larger, more heavily-armed spacecraft.

I had endless fun designing this ship, building it, upgrading it, improving it.

A fair bit of Starfield involves space combat, and the Starfield ship to ship combat system is complicated, with many different classes of weapons (lasers, missiles, railguns, particle beams) that you assign to different mouse buttons. Some weapons are good against shields, some against the enemy hull. You can fire at the enemy in general or target different systems (engines, FTL drive, shields, weapons). You need to use different weapons at different times—projectiles, for example, are effective against a ship’s hull but ineffective against shields, so you use lasers against the shields until they’re down, then switch to—

Ha ha ha ha ha ha ha, I’m kidding.

I mean, that’s how it’s supposed to work, and during combat you’re supposed to think about how you allocate power between different weapons sysstems and engines and shields and such, but as soon as you figure out that particle beam weapons work against shields and ships, you just stop faffing about with all that, put the biggest reactor you can on your ship, load it down with particle beam weapons, and tear through ships four times your size like they’re tissue paper.

The companions are really well done.

At the start of the game, you end up joining a group called Constellation, intent on uncovering the mysteries of the universe. Many of the companions you can choose from are Constellation members, but they’re all different.

The companion characters’ personalities are nuanced, subtle, and complex. The first companion you travel with is so well done that I ended up not starting an in-game romantic relationship with her because she reminded me in subtle ways of the judgmental bossiness of a real-life ex enough to give me the shivers.

Instead, I ended up marrying Andreja, the introverted, possibly-on-the-spectrum badass with the secret past.

Andreja is BAE. And if you marry her, the wedding gift she gives you is amazing. Not, like, in a game mechanics way, but symbolically.

Fallout allows you to romance multiple characters who are all, apparently, totally on board with you having more than one lover. Not so in Starfield, where monogamy is apparently Very Much A Thing and romancing one character means no more nookie from others unless you divorce first. Limitless technological advancement, suburban 20th century American values.

Some of the quests are amazing.

As with Fallout 4, the companion you choose to travel with can give you quests. The quest you get from Sarah starts out seeming pretty predictable, and about halfway through I was rolling my eyes, certain I knew how it would end…but the game surprised me. It’s really well done and handled with exquisite care.

The quest Entangled has you flipping back and forth between two different timelines after an accident in a research facility. It’s nothing like any quest I’ve played in a computer RPG before, it never stops being cool, and overall it’s an absolute blast.

The same corridor in the two different timelines in Entangled

There’s a whole series of quests centered on rising through the ranks of corporate spy/fixer at a megacorporation called Ryujin Industries that I can only imagine was as much marvelous fun to write as it was to play (tip: bump up your Stealth skill before you do it!).

Ryujin’s corporate HQ

The Music

I mean, it’s Inon Zur. Of course it’s good.

I personally like the Fallout 4 soundtrack better—there’s more variety, and the music is less ambient (the main theme and Of Green and Grey still give me chills), but seriously, that man could write music based on his shopping list and it would be amazing. The only video game music that has ever stuck with me like the soundtrack from Fallout 4 are the songs Nightsong and Outlaw Harbor C, both from World of Warcraft.

The “New Game+” system is…um.

I’m honestly not sure whether to put the NG+ system in the Bits That Work section or the Bits That Don’t. So let’s do this:

Part 1.5: New Game+

Starfield has this thing that happens, that Bethesda called “New Game+”, that lets you start a new game without starting a new game.

Okay, so (minor spoilers for the main story):

The game starts out with you, a lowly miner in a miserable backwater, carving out a mysterious possibly-alien artifact from the rock. The moment you touch it, you have a Cosmic Experience with lights and music and trippy visuals, and so you’re tasked to take the strange artifact to Constellation and that kicks off the main adventure.

As you collect more of these ancient maybe-alien artifacts, you find temples that grant you strange powers, and eventually you learn that the artifacts can be assembled into this nexus that lets you skip between alternate universes.

If you choose to leave the universe you’re in for a different universe, it’s like starting a new game: you start out at Constellation with no money, no possessions save for a really freaky-ass Starborn spaceship (because you’re Starborn now, a member of a rarified handful of people with the ability to cross between parallel universes), except that you keep your character level and all your skills and abilities.

Hence, New Game+. You’re starting a new game, only with on old character you’ve already developed.

The good: You can explore all the various ways to end different quests or all the various factions you can side with without actually starting a new game from scratch. Don’t like the way things turned out? Wish you hadn’t sided with that faction? Leave this universe behind for a new one, where nobody knows you and you haven’t done any quests, and start again! It’s a really cool idea.

The bad: Implementation sucks.

I was sad to leave behind Anopheles but eager to see what I could do with this really freaky alien Starborn ship that I got.

Answer: Nothing.

Nothing. You can’t upgrade it. You can’t swap out any parts of it, or customize it, or modify it. You can’t sell it. You can’t do anything with it except customize the furniture inside, and the layout is so weird there’s really not much you can do even with that. One of the coolest parts of the game, and it just doesn’t apply when you flip between universes.

So you’ll probably want to capture, buy, or hijack a ship in every new universe, just so you can, you know, play with the shipbuilding parts of the game.

The cities are all laid out exactly the same way in the alternate universes; every major non-procedurally-generated location is precisely the same. Yet for reasons I cannot comprehend, they act like brand new locations—you can’t fast travel to them without visiting them on foot first, even though they’re all the same.

You shift between universes with nothing. Not even your spacesuit or clothes. You’re given a new spacesuit to go with your new spaceship, but no clothes, no money, no weapons, no tools, nothing. I think it would be far more interesting if you shifted with your clothes, some money, and perhaps a limited amount of equipment—like fifty kilograms or twenty kilograms or whatever. Enough to take some things that you really like, but with a small enough limit you have to make choices.

In the game, the Starborn are all pretty universally assholes, and after you’ve played NG+ you can see why. When you can just blamf to a new universe to escape the consequences of everything you’ve done, the stakes suddenly get very, very low. It would be cool if consequences somehow followed you. In every universe, you keep getting harassed and attacked for no readily apparent reason by other Starborn who seem to think you’re “unworthy,” but there’s no rhyme or reason to it. Maybe if different factions of Starborn reacted differently to choices you made in the universes you left behind? Dunno, just spitballing.

Part 2: Why The Game Misfires

At this point, Bethesda has such a reputation for launching games in a buggy, half-finished state and fixing everything after it goes out the door that complaining feels like piling on.

But still:

It’s buggy it’s buggy it’s buggy oh my God it’s buggy

When I first got the game, it was unplayable. My game system is AMD Athlon/Radeon based, and for a while it would swear the graphic card drivers were outdated on launch every time, even though they most assuredly weren’t.

It would also crash about 25% of the time on loading screens between locations, until I learned to turn contact shadows off in the game settings, which mostly fixed it.

Later patches of the game gradually improved the stability, to the point where I now play for hours without a crash, but it took a while to get there.

While the game doesn’t crash constantly any more, the procedural generation still needs help. It has a weird habit of putting rocks and random boxes and other elements not touching the ground.

This kind of stuff happens very frequently. There are parts of the game where rocks are supposed to be floating in midair, because there’s an “antigravity element” in the game. This isn’t one of them.

Like most Bethesda games, there’s a crafting system. You can modify your weapons and spacesuits, craft pharmaceuticals, and make other items at various types of workbenches.

And the whole system is buggy AF. A workbench will often say that you can’t use it because someone else is using it even when there’s no human being within a light year of you. (Sleeping on a bed sometimes fixes it.)

Or it will say that a workbench is “obstructed” and can’t be used when it’s not. (Shooting the workbench with a gun sometimes fixes it—yes, I’m serious.)

Or you’ll go through the animation to use it and then just…stop, and you won’t be able to craft anything. (Again, shooting the workbench with a gun sometimes fixes it, no idea why.)

The lockpicking minigame

Fuck me, it’s annoying. I actively look for reasons not to pick locks.

Every Bethesda game has a lockpicking minigame. You stick something, whether that’s a lockpick or a bobby pin, into a lock and turn. There’s a “sweet spot” where if you position the lockpick right it opens, otherwise it sticks, and there’s a chance it might break the lockpick. Simple, self-evident the first time you do it, easy…and dull.

So Bethesda said “why not make the lockpick thing an actual game?”

Great idea. Terrible execution.

It’s tedious, it’s complex, there’s almost no on-boarding so you have no idea what you’re doing, and every time you try to pick a lock and give up in frustration you lose a lockpick…and in this game they’re scarce.

It’s not at all obvious how the lockpicking system works, especially when it gets complex with higher-difficulty locks—I’ve read a half dozen tutorials and I’m still often confused (as are other players, judging from the number of tutorials and the comments on them). I predict that it won’t be long until someone makes a mod to skip the lockpicking minigame. When they do, I’m installing it, assuming I ever decide to start playing again.

The outpost system

Jesus Christ on a three-legged tap-dancing camel, the system of establishing colonies on distant worlds is deeply broken—a confusing, poorly thought-out mess that’s the exact opposite of fun.

Fallout 4 introduced a settlement system, where you, the player, can build and secure little towns that attract settlers, build houses, plant crops, set up defenses, create supply lines between settlements, even set up artillary you can use to call down strikes for a certain distance around the settlements.

Starfield takes that system and makes it crappier in every single way.

The ensuckification of the settlement system knows no bounds. It’s complex, obtuse, requires investment of way too many skill points, and the player is thrown into it with no tutorial and no clear guidance whatsoever.

The idea is simple: Different planets have different resources, like iron and titanium and fluorine and whatever. You can land on just about any planet, plonk down a settlement, then place buildings, resource extractors, resource storage, walls, defenses, and so forth. Resource extractors will automatically mine resources, then transfer them to storage bays so you can come collect them later.

Each storage unit can only hold so many resources, though, and it gets tedious to come back and keep picking them up. If only you could make them available wherever you wanted!

Wait, you can!

Maybe. I mean, I think you can? I’m not really sure. I spent hours trying to figure it out and I still have no clue how it works.

You can set up in-system and interstellar shipping lanes between your outposts. Or rather you sorta can, there are ways to do it, but apparently they rely on loading your outpost with Helium-3 or something? That’s what all the online tutorials say, but I was never able to load Helium-3 into any of the transport ships; there’s a place where you supposedly do it, but whenever I clicked on it and hit the Interact key, nothing happened.

I was finally able to set up an outpost on a planet with Helium-3 and connect a Helium-3 extractor to the cargo ship pad instead of to a storage tank and I think that worked. I saw cargo ships come and go, but I have no idea if they actually moved any resources around.

There are dozens of tutorials on Starfield outposts and I read every one and still have no idea how to make it work. Apparently you can move certain resources in certain directions but you can’t link all your outposts to each other like you can link all your settlements together in Fallout 4. They have to be linked in a line, maybe? I don’t know.

While I was fumbling around with it, I somehow got an achievement:

2.6% of all players managed to link five outposts together. That tells me this part of the game is just as confusing to 97.4% of players as it was to me. I had a quest to link an outpost to a city, but I was never able to complete it successfully. Fukifino.

There’s absolutely no in-game explanation for how this works. None. Zero. Zip. I say without exaggeration or hyperbole that if a saboteur had somehow gained employment with Bethesda for the purpose of screwing up their next-gen AAA game, he could not have done a better job of cacking things up than what the game designers did with outposts in Starfield. It’s that bad.

“Poor on-boarding” and “completely opaque game mechanisms” are pretty much the hallmark of Starfield, which I gather from spending a lot of time Googling how to do things in the game put off a lot of players, like a whole lot.

Lord of the Rings is a movie about walking. Starfield is a game about running.

Hope you like big open spaces, because Starfield is the Game of Big. Open. Spaces.

When you play Skyrim or Fallout 4, they feel…dense. You get the sense that you’re actually in a place. Like, a physical place, with roads and shops and pathways through the landscape.

This:

is a pretty typical view from Fallout 4. (Yes, I play on an iMac, what of it?) You have a sense of place. This feels like a real environment. All those buildings? You can go to them, explore them, wander around in them. Every object in Boston was placed by a person.

Starfield gives you 100 planets to explore, but they’re all pretty much the same.

This is a procedurally generated map of a section of a planet in Starfield. It’s a big expanse of nothing with pre-formed buildings plonked down at random locations.

There’s about a dozen or so types of buildings that can be placed: an abandoned cryo lab, an abandoned weapons factory, an abandoned research tower, and so on.

Thing is, every single one of these buildings is identical. The abandoned cryo lab you find on one planet is exactly the same as the abandoned cryo lab you find on a different planet, down to the map, the location of chests, where the enemies are, the location of dead bodies, everything. If you’ve been in one abandoned cryo lab you have, quite literally, been in all of them.

And they’re scattered at random with no rhyme or reason, separated by kilometers and kilometers of empty space, no roads, no nothing. Just “okay, I think I’ll bould a research tower here.” “Yeah, I’m going to put a weapons factory two kilometers away.” “Cool. Is yours abandoned?” “Well, except for space pirates, yeah. Yours?” “Space pirates, yeah.”

You never get the sense you’re actually exploring a space. Even the main cities are just plopped down surrounded by identical buildings placed at random around them. At no time in my 200+ hours did I ever once feel “wow, cool, I am really in a different place!”

Here’s a procedurally generated planet. There’s a randomly placed building in front of me, identical to every other building of its type. 798 meters away is another randomly placed building. If I want to go from here to there, I…

…run almost a kilometer.

No, I can’t get in my ship and fly a kilometer. I have to run. Yeah, it takes as long as you think. You spend a lot of time in this game running across empty terrain from one building you’ve seen a hundred times already to a different building you’ve seen a hundred times already.

In other games, every location is different. You descend into a Dwemer ruin or a grand burial chamber inhabited by undead in Skyrim and they’re all different from each other. Here, you go to Abandoned Cryo Lab #117, pixel for pixel identical to all the other 116 Abandoned Cryo Labs you’ve been in, and filled with the same enemies in the same location…

…and oh, how you will come to hate the Abandoned Cryo Lab. It’s hands down the worst designed dungeon I’ve ever seen in any RPG. (This seems a popular opinion, by the way. One guy online talked about how he simply memorized a path through the Abandoned Cryo Lab and just speedruns through it whenever he finds one.)

The Sooper Sekrit Powers™ Minigame

In Skyrim, your character can unlock “shouts,” kind of like magic spells written in the language of the dragons. Every so often you’ll find a ruin with a “Word Wall” in it. The Word Wall has writing on it in the dragon language, and when you get close, a swirling light surrounds you and you learn a new spell.

Something almost identical happens in Starfield. Every now and then, you find an ancient temple. The ancient temple has a stargate ring-thing in it. You fly through it and you learn a new power, like the ability to alter gravity to fling enemies around, or make a duplicate of yourself in combat.

Pretty cool. Not new or groundbreaking, but pretty cool…

…except that from a gameplay perspective they fucked it up.

When you go into a temple, a Stargate SG1-style ring appears and gravity stops and you fly around. And then you get frustrated because you fly through the ring and nothing happens so you fly through the ring and nothing happens so you get bored and leave.

Then you go online, and you discover that there’s a lot of lens flare around a glowing ball hanging in space and you have to fly through that before you fly through the ring. Nothing in the game tells you that. Nothing. I have no idea how the first player figured it out.

But wait, that’s not really true. See, if you fly through the lens flare then fly through the gate, nothing happens. You have to fly through the lens flare five times (or sometimes four or sometimes twenty, I think it’s on a timer but I’m not sure) and then fly through the gate.

Seriously.

You have to do this over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over, every single time you find a ruined temple. Fly through the lens flare five times and then fly through the stargate and then kill me now please this is so fucking tedious it makes the lockpicking minigame feel like a luxury all-expenses-paid Hawaiian vacation please come back lockpicking minigame all is forgiven JFC.

I don’t know what game designer thought this would be fun, but that person needs therapy stat.

Oh, and then a dude comes out and says you’re not worthy so you shoot him.

The crafting system is completely broken

Fans of Skyrim and Fallout will by now not be surprised to know that Starfield lets you improve weapons and armor and spacesuits and such, just like you can in those other games, but once again they’ve bolloxed it up.

This one is a twofer. You get two, two, two game-mechanical misfires for the price of one!

When you go up a level, you get points you can put into various skills. These skills make you a better shot or let you use boost packs (which are really rather fun) or get more power from your ship reactor or repair ship damage in battle faster or whatever, and just like in previous games, if you want to be able to make the best weapon or armor mods you need to spend points in the skills that give you better access to those mods.

Unlike in Skyrim or Fallout, that’s not enough.

After you’ve spent those skill points, you still can’t do the thing until you also go to a research station and research how to do them. Spending skill points only unlocks the ability to do the research. Doing the research then gives you the ability to modify your gun or whatever.

You have to do this multiple times for each part of your weapon or armor you want to modify…

…and it costs a tremendous amount of resources to do that research.

Which you then have to do over and over again as you gain more levels and spend more points.

It makes modifying your gear incredibly expensive and time-consuming, for what is usually fairly modest gain.

But wait, it gets shittier!

You can find resources on planets you explore, like iron or titanium or whatever. And then you spend resources on research so you can spend more research on making new gunsights or making your spacesuit bullet resistant.

But…

…there is a limit to how much stuff you can carry. There is a limit to how much stuff your spaceship can carry. And holy fucknuggets are the resources heavy.

One of the very first mods released for Starfield, before even the ability to create mods in a sanctioned way had been introduced, was a mod that made resources weigh less because after you’ve spent six or seven trips going to and from your spaceship carrying hundreds of kilograms of resources, you get a bit sick of it. (Oh yeah, that’s a thing: a lot of storage chests in this game have weight limits. Man that gets frustrating fast. Resource management in this game suuuuuuucks. People complained about the same problem in Fallout 76 so the game devs were like “hold my beer.”)

Again, it almost feels like they were intentionally trying to take the fun out of the game.

Reeeeesources!!!

While we’re on the subject…

Fuck me, Bethesda, do you understand what a “spacesuit” does?

Okay, so. You’re running (and running and running and running and running) along a barren empty expanse of nothing, just like you’ve been doing for the past ten minutes, and you find a crack in the ground with argon gas coming out of it.

Never mind how inane that is, suspension of disbelief, yadda yadda yadda, roll with it.

Now, you’re in a spacesuit. I want to emphasize this. You’re in a spacesuit.

Argon is a resource, so you walk over to the crack and collect some argon. Cool!

Only now an alarm goes off and you start taking damage because caution danger poison gas poison gas get away.

Let me reiterate this one more time:

You.

Are.

In.

A.

Spacesuit.

You are in a spacesuit. On a barren and uninhabitable, maybe airless, moon. You’re wearing a spacesuit. A spacesuit is the thing you are in.

And somehow you’re being poisoned.

By this argon.

Which is an inert, noble, non-toxic gas.

While you are in, and I cannot emphasize this enough, a spacesuit. Like, the thing you wear in space.

I don’t even know how to even.

Consensus says: Not a sticky game

I genuinely don’t see myself playing this game for a thousand hours.

I’d planned to play the game long enough to get every achievement you can get, but I gave up with one achievement still to go: reach Level 100. I’m currently level 70something…76, maybe? And I just cannot see myself slogging through what it will take to get to level 100. Ugh.

When you get an achievement, for hitting certain milestones or completing certain quests, you’re also told how many other players have earned that achievement. And judged by that metric, things look…dire.

More than half of players quit before they reach level 25—a level which is, just for the record, not that hard to reach. A bit more than a third have completed thirty missions that you can pick up in any bar or pub.

Less than a quarter finish Entangled, what I think is the coolest quest in the game and one of the best I’ve played in any role-playing game…ouch.

Fifteen percent mod a lot of weapons, in a game where modding weapons is a core mechanic…unfff that’s gotta hurt. These numbers speak to me of a game that just plain cannot capture people’s attention the way Fallout and Skyrim do.

Amazon just released a TV show based on Fallout, which is really quite good. I…don’t see that happening with Starfield. There’s just not a lot of “there” there. The procedural generation stuff…I get it, I get what they were trying to do, really, I get it, but oh my God. There are too few types of buildings and they are all…the…same.

And way too much of this game just feels like a chore. Running back and forth and back and forth with armloads of resources, repeating the same minigames over and over again, and the incomprehensibly baroque outpost system that I still haven’t figured out despite being in that rarified 2.6% of players who get the outpost achievement…how did this not get caught early in the development cycle? This is not a newbie company. This is a company that has an absolute talent for producing fun, immersive, addictive games…why is this game so goddamn dreary?

There’s a new addon to the game due in the next month or two, and I’ve been waiting for it with bated…hahaha no, I literally haven’t thought about it since it came across my Steam feed.

Will I get it? If it’s $7.99, sure. If it’s $19.99, no. If it’s $30, as a quick Google search suggests is likely, not just no but hell no. I got the game as a gift and I just cannot see myself spending money to play it any more.

Now if you’ll excuse me, I think I’ll go roll a new character in Fallout 4.

Engineered Sensation and the Realm of the Senses

Earlier this morning, I wrote an answer on Quora that reminded me I’ve spent a lot of time talking about the sex toys I design and make, but I’ve never really talked about the work that goes into those designs. So if the method to engineered sensation interests you, read on!

There are a lot, and I mean a lot, of boutique sex toy stores out there right now, the most famous being Bad Dragon, purveyor of monster cocks of all varieties. And honestly, some fo their designs are quite beautiful. But they, and most of their competitors, seem to have basically a single schtick: dildos of fantasy penises.

Which, don’t get me wrong, is perfectly fine. Hey, if that’s your jam, it’s your jam. But I absolutely think tiny bespoke sex toy makers can do more. To me, and I don’t know if I’m unusual in this regard, what interests me is exploring totally new sensations, so I think of what I do more in terms of designing sensations than designing mythological penises.

Most of my designs go through multiple iterations, refining not the look so much as the way it feels.

For example, the Tentacle Butt Plug went through almost a dozen design iterations:

I am firmly of the belief that if you are looking for a tentacle violation experience, then the tentacles should feel as violating as possible.

This is a prototype about midway through the design process. I added the suckers to the stem and I made the end, where it curves to the right, more prominent (the first design was shaped closer to where the red line is), to make the plug feel more intrusive to the wearer. You can’t ignore it.

I had five or six people test the various design iterations, and unanimously agreed that “violating” is a good word to describe the feel of this plug.

So what got me to writing this?

A question floated through my Quora feed asking how it feels to be pegged by one’s wife. I have, in fact, long been an enthusiastic fan of pegging (I hold a patent on a new type of strapon for pegging), so this was something I thought I could speak to, and the answer is:

There’s no such thing as what it feels like to be pegged. It’s different in different positions, obviously—being pegged in missionary position is much different from being pegged doggy style—but it also depends a lot on what you’re doing it with.

For example, here are two things I’ve created for the purpose of pegging that feel vastly different, both of them being worn by my wife:

This tentacle strapon dildo is…invasive. I designed it to simulate, as closely as reasonably possible, the sensations one might experience in one of those pornographic Japanese anime with the tentacle monsters.

It’s made of a fairly hard silicone (Smooth-On Dragon Skin 20, with a Shore hardness rating of 20). The suckers are deliberately designed to be fairly large and bumpy, and the tentacle twists a bit at the tip to make it feel even more invasive.

The tentacle in the photo is two colors because this was a prototype, a test cast in a brand-new mold, so I poured it with whatever silicone I had left over from making other toys. It works…really really well.

What does it feel like? Intense. When that thing is moving in and out, believe me, you feel those suckers. Most dildos, you can’t actually feel the tip of it because the top is centered and smooth; the tip on the tentacle is slightly twisted so that the very end, with that last sucker on the point, presses against you and you know EXACTLY how deep it is.

The xenomorph hiphugger, on the other hand, is…deceptive. Yes, the “tail” has ridges, but the tip is blunt, smooth, and shaped so it goes into the…err, orifice relatively easily and smoothly. The thing about this design is you don’t really realize just how deep it is until it comes time to pull out and it just keeps sliding out and out and out and out…

It’s also hollow, with a silicone tube running down the center, so that you can pump fluid through it from the reservoir. That feels…odd. Not really sure what to say besides odd. It’s a warm rush that just kinda keeps going.

That, for me, is the thing. Not what the toy looks like, but the experience it evokes, the sensation it creates. I love making art out of sensation. The question is not “how can we make the toy?” but rather “what new experiences can we call forth with this toy?”

It’s Almost Here!

London Under Veil, the new book by Eunice and me, is publishing next week at WorldCon Glasgow!

Sadly, I won’t be there, but Eunice will, and she’ll have paperbacks and eBooks with her. (Plus you’ll be able to pick up copies of our other books too).

This is a…strange book. It’s like…um, well, imagine Harry Potter meets The Matrix by way of Tom Clancy. It’s got a wizarding school, and an alternate reality, and political intrigue, and Brexit, and computer security, and cats.

This book almost didn’t exist. It came into being because of a question I saw on Quora:

I laughed, I showed it to Eunice, I laughed, she laughed, I said “we could totally write a book about a coven of spellcasting sex workers,” we laughed, then she was like “…no, really, we could.”

Inspiration is everywhere.

Fast forward a couple years and somehow we’ve written a novel about a young British-born Chinese infosec worker at a webhosting company in Shoreditch who evades a kidnapping attempt and finds herself drawn into a long-running underground war between an ancient guild of spellcasting sex workers and a group of rage mages who have infiltrated the Tories. Along the way, she befriends Iris, the Guild’s asexual spell engineer, and they have adventures.

There’s intrigue, and chases, and a school of sex magic, and mathematics, and computer security, and sex, of course cats, because every fule know you can’t have spellcasting sex workers without cats.

Here’s a G-rated excerpt, so you know what you’re getting into:

After class, May rode the lift down to the old car park. “Iris!” she sang as she walked into the workshop. “Are you ready to watch me wank—oh. Who are you?”

“This is Lillian!” Iris said. “Lillian, this is May. She officially came on board yesterday. Lillian’s been a member of our little family for about ten months, haven’t you?”

May offered her hand. Lillian regarded her for a moment through intelligent grey eyes in an elfin face, then accepted it with dainty courtesy. “Lilly volunteered to accelerate your education,” Iris said. “Shall we get to it, then?”

“Get to what, exactly?”

“Ah.” Iris fished around the clutter on her workbench, dragged out a compact whiteboard, and balanced it precariously against one of the monitors. “So you know how Madame Sophia has been teaching you how to hold patterns in your head?”

“Yeah.”

“Right. Think of it like learning maths. The universe runs on maths, yes? Except it doesn’t, not really. The universe does what it does. Maths is the language we use to describe it.” She pulled the cap off a whiteboard marker with a grin. “If I write 1+1=2 on this board like so,” she went on as she scribbled on the whiteboard, “you know what that means. But these symbols, they’re arbitrary, right? They’re just characters that represent things.”

May folded her arms. “Okay, and?”

“Magic is the application of intent to the world. The visualisation exercises you’ve been doing, they’re part maths and part training you how to think.” She wiped the board clean. “Okay, so. Casting spells is just a matter of learning to think in a certain way, and learning to channel emotional energy into the world. Stronger the emotion, the better it works. Any kind of emotion can do in a pinch, but some work better than others. Fear, that’s strong but hard to control, and hard to bring up when you need it. Love and hate are less strong than people think. Rage, rage works really well. But lust, ah. Lust, desire, arousal, those are versatile. The thing about emotional energy is, it’s unpatterned, right? Chaotic. The trick is…well, the skill is letting that emotion flow through you without losing your focus.” She turned to the board. “So you have your home symbol, whatever it is. Don’t tell me what it is. Don’t tell anyone else, either. That symbol represents yourself, your will, your ‘I that is I,’ see? It’s like the number 0 in a mathematical system. Did you know you can build an entire system of maths with no numbers except a symbol for zero and a symbol for incrementation?”

“No.”

“Old hat for me,” Lillian said. “My undergrad degree is in mathematics.”

“Undergrad, huh? What’s your graduate degree in?”

Lillian perched on the edge of the bed. “Master’s in philosophy. Long story.”

“So how’d you end up involved in…all this?”

“Ah.” Lillian grinned. “I like maths. I like philosophy. I like fucking. Where am I going to find another job that lets me put my interests together?” She leaned back on her elbows with a lopsided smirk. “What brought you here? Maths, philosophy, or fucking?” She stretched out a foot in May’s direction. “I hope it’s fucking.”

Iris snapped her fingers. “If you’re finished hitting on the new girl, can I direct your attention to the whiteboard, please?” She drew a letter H in the centre. “Okay, so this is your home symbol, right?” She drew five more symbols around it. “And this is one of the basic visualisations Sophia taught you, right?”

“Yeah.”

“Right. This diagram forms your basic channelling array. This is what you hold in your mind when you want to focus your will on something, got it? This is your simple, boring, one plus one equals two stuff. Now let’s show you what calculus looks like.”

The book is up for preorder on Amazon, and if you’re going to WorldCon Glasgow, be sure to say hi to Eunice!