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description: Raph Koster, lead designer of Ultima Online and creative director of Star Wars Galaxies, discusses his new MMO Stars Reach and the philosophy behind it. He...
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og:description: Raph Koster, lead designer of Ultima Online and creative director of Star Wars Galaxies, discusses his new MMO Stars Reach and the philosophy behind it. He...
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# MMO Pioneer Raph Koster on Stars Reach and Sandbox MMO Game Design

**[80 LEVEL](https://daily.dev/sources/80lv)** · 10 min read · 0 upvotes · 0 comments

## Summary

Raph Koster, lead designer of Ultima Online and creative director of Star Wars Galaxies, discusses his new MMO Stars Reach and the philosophy behind it. He explains how cloud-native technology enables a truly persistent, fully modifiable world with no resets, where every object is streamed from the server and can change permanently. Koster reflects on what MMOs have lost since the World of Warcraft era — particularly the unique combination of large player populations and persistent worlds — and how Stars Reach aims to recapture that through ecosystem simulation, player-driven economies, flexible classless progression, and prosocial design. He also shares lessons from past games, including how wealth concentration in Star Wars Galaxies informed economic design decisions, and why scaling up in Stars Reach should increase risk rather than reduce it.

## Full article

daily.dev links to this article rather than hosting it. Read it at the original source: <https://80.lv/articles/interview-mmo-pioneer-raph-koster-on-stars-reach-and-the-future-of-sandbox-game-design>

## Questions this post answers

### What makes Stars Reach's world persistence different from traditional MMO servers?

Every object in Stars Reach is streamed down from the server rather than baked into a static mesh, meaning objects can change, disappear, or gain new behaviors at any time. Terrain is fully modifiable and persistent with no resets, so even something as small as a fence post could run behaviors like a monster in other games, enabling castle sieges, forest fires, and dynamic ecosystem changes.

_daily.dev surfaces deep dives like this for developers curious about persistent, streaming game world architecture._

### How does Stars Reach prevent players from monopolizing the in-game economy like they did in Star Wars Galaxies?

Stars Reach increases risk and overhead as players scale up, so owning too many shops or mines raises the chance of losing everything, treating expansion like a push-your-luck game. This directly addresses a Star Wars Galaxies problem where a few dominant players locked up markets and controlled server economies unchecked.

_developers designing player-driven economies can find similar systems-design breakdowns on daily.dev._

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---

Tags: [#cloud-native](https://daily.dev/tags/cloud-native), [#game-design](https://daily.dev/tags/game-design), [#mmorpg](https://daily.dev/tags/mmorpg)

[View this post on daily.dev](https://daily.dev/posts/mmo-pioneer-raph-koster-on-stars-reach-and-sandbox-mmo-game-design-ujbaurybq)

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