Playable Worlds’ lengthy blog post on Stars Reach’s middle quad of pillars earlier this week wasn’t long enough, or so Raph Koster suggests, as he says he actually forgot to include a section – and has now done so on his own blog.
“All this talk of forms of accessibility really needs to include a factor that has hugely affected the development of MMOs over the years: the time commitment,” he writes. “MMOs are infamously time consuming. Twenty or so hours a week — who has that kind of time, in today’s interruptible, constantly busy world? Especially if you’re older now, as so many MMO fans are these days? Kids, jobs, other hobbies… Participating in an MMO really ought to be something available to everyone.”
Koster harkens back to Star Wars Galaxies, which somewhat unusually for its day offered content like quick terminal missions, offline crafting/harvesting, and relatively fast leveling, all specifically meant to make the sandbox more accessible – and playable in shorter time spurts by players who didn’t have much to spend. While that naturally drove down peak concurrency, it also saw high stickiness with “the highest total hours played per week” even compared to extremely grindy SOE games like EverQuest. In other words, those players played a lot, just spread out in spurts.
Stars Reach is aiming to replicate that approach. “[O]ne of the implications of these pillars is our attempt to make an MMO that you can play in sessions as short as five minutes,” Koster explains. “One where there are a lot of asynchronous ways to play and feel like you matter to the community, even if you can’t devote the continuous hours to it.”
Of course, that doesn’t mean the game will feel superficial or lack depth – Star Wars Galaxies sure didn’t.
“None of this says that the game can’t be deep at the same time. We’ve tried to build in a lot of things to make it easy to have a fun session in a short amount of time, but they all still tie into the deep systems we want from a game that can hold us for years. Stuff like being able to teleport to your friends for a session, but not being able to transport goods with you (so we don’t break the local economies). The way our combat works, or the way our crafting works, also play into this. And so on.”
• End-of-Year Eleven: The biggest MMO surprises of 2024
• MMO Hype Train: My growing obsession with Stars Reach
• Massively OP Podcast Episode 495: EverQuesting for a sequel
• Stars Reach unveils the earliest stages of its player housing homesteading system
• Stars Reach says it ‘heard you loud and clear on graphics improvements’
• Massively OP Podcast Episode 493: Landing on Brighter Shores
• Stars Reach’s new trailer shows significant visual improvement – and a partial list of professions
• Stars Reach moves its pre-alpha testing from single worlds to multiple worlds
• Stars Reach is dropping ‘a sense of pride and accomplishment’ trophies in tester inventories
• Stars Reach is testing its very Star Wars Galaxies-esque ranger skill tree and combat in this weekend’s playtest
• The Daily Grind: Is there an MMO you’re hoping won’t get screwed up before it launches?
• Stars Reach’s world reshaping tool test rewarded curious players with ‘spectacular’ death
• Stars Reach’s skill tree system seeks to let players ‘gain experience by being useful’
• Stars Reach talks Unity, AWS, and how it avoids ‘endless bowls of oatmeal’-esque terrain generation
• Stars Reach’s technical testing provoked emergent landscaping, player creativity, and the lag monster
• Raph Koster shows off Stars Reach’s updated world graphics in new footage
• Stars Reach releases video footage of its movement tech from earliest testing to now
• Stars Reach previews its pre-alpha cameras and movement, from grappling to sliding
• Stars Reach begins testing this weekend as Raph Koster talks playstyle and the anti-endgame
• The Daily Grind: Would you play an MMORPG that limited you to just one character?
• Stars Reach’s Raph Koster on MMO trust, fear, and freedom: ‘We understand how nervous players are about griefing’
• Raph Koster on designing and defining Stars Reach: ‘The Tragedy of the Commons is a lie’
• Stars Reach’s Raph Koster: ‘We’re going into space, and it’s going to be awesome’
• Stars Reach’s Raph Koster argues that a persistent virtual world is ‘too powerful an idea’ to dismiss
• Raph Koster’s Stars Reach will offer shorter play sessions specifically to boost stickiness
• Raph Koster aims to make Stars Reach complex but not overcomplicated – and focused on retention
• Raph Koster lays out the (first) four pillars of design for his sandbox MMORPG Stars Reach
• Massively OP Podcast Episode 475: The Legend of Ralph Lobster
• Vague Patch Notes: The stuff that has me excited about Stars Reach
• Here’s how the ‘cellular automata simulation’ in Raph Koster’s new sandbox MMORPG Stars Reach works
• Raph Koster’s new MMORPG is called Stars Reach, and yes, it’s basically Star Wars Galaxies 2