The lead designer behind pioneering MMO Ultima Online says the genre has finally broken free from the shackles of World of Warcraft.
Speaking to 80LV, Raph Koster, whose MMO resumé also includes a suite of early 2000s titles including EverQuest and its sequel, as well as Star Wars: Galaxies, says that he is finally returning to the genre after several decades, in part because it no longer has to chase World of Warcraft.
After Blizzard began what has proven to be an almost uninterrupted stint at the top in 2004, there was a rush to create 'the WoW killer' - a feat Koster suggests was a fool's errand.
In returning to MMOs with Stars Reach, Koster says he was encouraged by the feeling that "MMOs were finally free of the fever dream of imitating World of Warcraft." That's partly because of "the rise of sandboxy gameplay in multiple genres at once." Citing the broader multiplayer options of games like Minecraft, Animal Crossing, Stardew Valley, Valheim, and No Man's Sky, Koster says that "it's clear that there's interest and demand for more than killing orcs over and over."
Whether that's a fair criticism of World of Warcraft in 2026 is a debate I'm not qualified to have, but it's undeniable that multiplayer gaming has gained a lot of depth in the last decade. Fortnite and Roblox are other key examples, showing off a world in which the desire to simply spend time together is just as important as having a dedicated goal. The rise of 'friendslop' titles like Peak are other examples, even if they're not 'massively' multiplayer sandboxes.
For Koster, "the unique thing" that MMOs offer is a persistent world and large numbers of players. Most of those games listed above offer that persistence, albeit with smaller populations, and their popularity meant Koster thought "the time was ripe" to make his return to the genre.






