Ultima Online and Star Wars Galaxies vet tells me the theme park 'assembly line' MMO just isn't viable anymore, especially as dev costs spike: 'We hit the wall'

This is Terminally Online: PC Gamer's very own MMO column. Every other week, I'll be sharing my thoughts on the genre, interviewing fellow MMO-heads like me, taking a deep-dive into mechanics we've all taken for granted, and, occasionally, bringing in guest writers to talk about their MMO of choice.
I recently had the pleasure of speaking with Raph Koster about his upcoming MMO, Stars Reach, which is trying to recapture the oldschool sandbox magic of some of his prior games—namely Ultima Online, which he worked on, and Star Wars Galaxies, which he was the creative director for. playerbros.org
Needless to say with that sort of experience behind him, we also got into a chat about the industry writ large—namely about how it kinda sucks out there. Granted, there are several very good MMOs you can enjoy, but they're all typically over a decade old—and newer MMOs, whether recently released or still being developed, have been subject to a massacre.
The survivors have drifted towards the theme park, seasonal, encounter-based model, which Stars Reach is deliberately trying to get away from:
"I think ever since World of Warcraft, the genre kind of narrowed back into 'Kill 10 Rats', with classes and levels and raids, and that gameplay style is actually from 1991. It predates sandbox MMOs. It was a text MUD staple. "
"EverQuest was very much that game with graphics, and then World of Warcraft was very much EverQuest with usability, and a lot of quests—because WoW came along and spent more money than every other MMO combined in history to that point, right, and was able to build that quest-led game."
And while the MUD staple of knocking a dozen vermin upside the head, rinsing, and repeating is old hat, Koster says that sandbox MMOs were actually responsible for more innovation—which proliferated across videogames writ large:
"Despite that dominance—they did a great job, I'm not knocking that—if we look at what sandboxes brought to the table, you craft in video games because of sandbox MMOs, you decorate houses before the Sims, thanks to Sandbox MMOs. You raise a pet in a game because of Sandbox MMOs.
"I apologize for crafting, actually," Koster jokes, "Because now it's everywhere, and you can't avoid it, and it seems to be largely my fault."
'We hit the wall'
It's actually through discussing the role of sandbox MMOs as the breeding ground for videogame mechanics that Koster gets into the spectre plaguing the genre writ large: Games are expensive, and MMOs are the canary in the coalmine for costs ballooning out of control.

"Making static content is something that the industry has figured out how to assembly line, and they figured out how to monetize it very well, and so the business calculus there is: 'It'll cost us millions of dollars to go make this static zone.
"The zone will be obsolete in three months, players will consume all of it, it takes us nine months to make it, but it will be obsolete in three, but along the way we will spit out the following cosmetics, or the following things, and because we are not a sandbox, we will prevent people from trading them'."
Koster goes on a bit of a tangent here that I'm including because I nonetheless agree with him: "Honestly, most things in these games now. They aren't actually items, they get soulbound to you immediately—[which makes them] stat mods. They're skinned as items, but they aren't actually, they're not even things. They're character perks."
Anyway, monetisation: "The influence of the monetization model, the development costs, all of that tends to lead companies into this, because they see it as a lower risk than trying to solve problems like 'how do we make a dynamic world with emergence'."
It's a recipe for making static worlds with ballooning costs, with lower returns, which quickly become not-viable as a business."
Raph Koster
But the math stops working in the face of ballooning videogame development costs, as Koster explains: "I think the story of the current industry troubles is the story of being wedded to that model and having costs run away. I did the math right before Covid. The cost of games goes up 10x every decade. That's not sustainable. It was predictable, and we hit the wall."
"1997, Ultima Online, $2 million dollars. Star Wars Galaxies, 2003, $10-$12 million dollars. World of Warcraft, 2004, $63 million. Star Wars: The Old Republic, which embraced all of the things I said more than any other MMO? Over $200 million.
"So, those models, they're not working anymore, and that's why we get fewer and fewer MMOs too, because MMOs are at the bleeding edge of that problem … It's a recipe for making static worlds with ballooning costs, with lower returns, which quickly become not-viable as a business."
Which means if you're a big studio, you won't "make anything fresh, and if you do make something, probably go make something else, right?" Alas, staring at the shot-out-back corpse of Project Blackbird, I feel as though Koster's bang on the money, here.
'They are bored'

This unhappy marriage—MMOs being tied to a business model that's becoming more unfeasible as time goes on—impacts playerbases, too, says Koster:
"There's no question—and hopefully nobody gets mad at me for saying this—the biggest change in the MMO community is that they have grown bored. They are bored, frustrated, they feel like their hobby is no longer getting supported by the industry, and they've grown very jaded as a result. Right?"
Koster adds, laughing: "I don't know if I can fix that—that's a tall order. I hope what we're doing is a breath of fresh air and opens new doors ... People are still people, right, but they do react based on what they're offered and what's available, and for a very long time the scope of what's available has narrowed down.
"The MMO audience feels underserved and over-monetized, that's how they feel about what's going on."
As far as Stars Reach goes, I found myself curious, but cautious—Koster's enthusiasm for the game is infectious, but also filled with a lot of very optimistic big-swing goals I'll need to see before I believe. For Koster, the hope is that "what we are doing is offering them something that is fresh, as something that's novel, that they haven't seen before, that makes them go, 'Oh, games can do that?'"
Star's Reach plans to go into early access sometime this summer.

Best MMOs: Most massive
Best strategy games: Number crunching
Best open world games: Unlimited exploration
Best survival games: Live craft love
Best horror games: Fight or flight
Super Mario Bros sålt för 30 miljoner kronor
En oöppnad kopia av det allra första Super Mario Bros har sålts för hisnande tre miljoner dollar, eller nästan 30 miljoner kronor, på auktion hos Heritage Auctions. Därmed överträffar man också det förra rekordet från 2021, vilket också sattes av en oöppnad kopia av det första Super Mario Bros.
Vad som drev upp värdet denna gång, och vad som gör just detta exemplar så unikt, är dess tidiga produktionsserie. Spelet är förseglat med en glansig klisteretikett istället för traditionell plastfilm, en metod som Nintendo snabbt övergav.
Enligt auktionshuset själva är detta den tidigaste kända förseglade kopian av spelet som fortfarande existerar. Därtill har spelet även graderats av PSA och gavs betyget 9,6 A++, vilket också gör det till ett av få kända kvarvarande exemplar i detta skick.
Huruvida det handlar om penningtvätt eller ett legitimt bud är väl en annan femma. Men detta är bara ett av många exempel från de senaste åren där gamla prylar omvandlats till samlarobjekt värda miljontals kronor.
Om den anonyme köparen någon gång skulle få för sig att öppna spelet har Heritage Auctions till och med erbjudit att skicka med en original-NES. Frågan är bara vem som vågar bryta en försegling värd tre miljoner dollar.
‘Why wouldn’t I?’: Eze would take England penalty despite Arsenal shootout miss
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‘If there is a penalty to take I’ll be there again’
Eberechi Eze says he will not let his missed penalty in the Champions League final stop him from stepping up in a shootout for England in the World Cup.
The attacking midfielder sent his kick wide when Arsenal lost on penalties to Paris Saint-Germain in Budapest last month but he is determined not to let the disappointment define him and is confident in his technique. Eze, who also had softly struck penalties saved for Crystal Palace in games against Liverpool and Newcastle last year, dismissed the idea that it is time to move away from his stuttered runup to the ball.
Continue reading...Ben Shelton bests fellow American Taylor Fritz in Stuttgart for first title on grass
Shelton fights back to win third title of season
Grass specialist Fritz was defending champion
American top seed Ben Shelton beat countryman and defending champion Taylor Fritz 6-4, 2-6, 6-4 to win the Stuttgart Open ATP title on Sunday.
Grass court specialist Fritz had never previously lost a final on the surface. Shelton broke the second seed once in the opening set and once in the third to claim victory in 1 hour 48 minutes.
Continue reading...Real Madrid maakt een verrassende zet voor Chelsea's Marc Cucurella, mondelinge overeenkomst bereikt
Vlak voordat het Spaanse nationale team aan het WK begint en, voor het eerst ooit, zonder een speler van Real Madrid (noch Huijsen, Carvajal noch Asencio haalden het tot het team van Luis de la Fuente), hebben we het nieuws dat Marc Cucurella volgend seizoen bij Los Blancos zal komen, op uitdrukkelijk verzoek van coach José Mourinho.
De schokkende zet is zondagmiddag door Fabrizio Romano als exclusief nieuws gemeld, en er wordt gemeld dat Real Madrid zich voor vier zes jaar zal aansluiten (vier volgens AS), waarbij de Spaanse club Chelsea 60 miljoen euro betaalt, £47,5 miljoen voor de linksback.
De deal is nog niet gesloten, alleen mondelinge overeenstemming tussen alle partijen, waarbij Cucurella na het WK instemt om zich bij Real Madrid aan te sluiten. Volgens AS was zijn wens om Chelsea te verlaten na het teleurstellende seizoen (de Premier League-giganten kwalificeerden zich niet voor een Europese competitie). Net als Bernardo Silva werd Cucurella eerder in verband gebracht met FC Barcelona en Atlético de Madrid, maar de nieuwe coach van Real Madrid, Mourinho, toonde zijn interesse in de speler (vooral nadat Josko Gvardiol, ook op de radar van Real Madrid, naar verluidt akkoord ging met een nieuw contract met Manchester City), en de club zijn wens vervulde.
Dit zou de vierde aanwinst van Real Madrid deze zomer zijn: verdedigers Ibrahima Konaté en Denzel Dumfries werden vorige week gemeld, vóór de clubverkiezingen, en nu hebben ze Cucurella toegevoegd naast voormalig Manchester City-middenvelder Bernardo Silva.
Cucurella, 27 jaar oud, zou een van de zeldzame gevallen zijn van een product van FC Barcelona's academie die uiteindelijk voor Real Madrid speelt. Sinds 2024 is hij een vaste aanwezigheid in Spanje, waar hij het EK 2024 won en nu terugkeert voor het WK 2026. Spanje maakt hun debuut tegen Kaapverdië op maandag om 18:00 CEST, 17.00 BST.
