HOW THE CLOUD WORKS FOR STARS REACH
An interview with Raph Koster and Daniel Whitehead at Unite 2024 in Barcelona, Spain Many game developers carefully and painstakingly handcraft a beautiful setting for their game, designed to be experienced in the perfect way to achieve their artistic vision. Of course, once that’s achieved, the world can never change, never evolve, and [...]
Categories: Playable Blog|November 6, 2024
The Multiworld Tests – A Preview
By Dave Georgeson The time has come for our pre-Alpha MMO to graduate from single zone tests to multizone ones instead. Not only that, but now we start to take the training wheels off – allowing players to explore and make their own paths, gain XP, gather resources, craft new equipment, explore a [...]
Categories: Playable Blog|October 30, 2024
DISCORD ENABLES 3 PLAYTESTS IN 3 DAYS
By Carneros & Rod TEST ONE! On Saturday October 19th, we ran a world exploration test in Stars Reach. In this pre-alpha version of the game we haven’t tuned for difficulty, are using many placeholder artworks, and are aware that we still have bugs to deal with, but that is [...]
Categories: Playable Blog|October 23, 2024
Scouting Alien Worlds!
If you read our last blog post, you heard about the features we plan to test this weekend. To date, we have been unlocking only specific features in each test, and trying them out in isolation, rather than letting testers play with all the systems we have done work on. Probably most notably, testers [...]
Categories: Playable Blog|October 16, 2024
EXTERNAL PLAYTEST PREVIEW – OCT. 19, 2024
In the last test we ran on Oct 2, we let players rip up the world, experimenting with a ton of world manipulation tools. This next test, we’re going a completely different direction, removing all of those terrain deformation capabilities and concentrating instead on some of our core game loops: combat, progression and (just [...]
Categories: Playable Blog|October 11, 2024
OCTOBER 2ND PLAYTEST RECAP
CREATIVE CHAOS, PLAYER FEEDBACK, AND EPIC MOMENTS WITH NEW VOXEL TOOLS We recently ran a wild-and-wooly external test where we gave our players a whole host of voxel manipulation tools and absolutely no guardrails. The ensuing chaos was both a) enormously entertaining, and b) extremely valuable feedback on both performance and giving us [...]
Categories: Uncategorized|October 9, 2024
STARS REACH: BREAKING NEW GROUND IN A LIVING WORLD | UNITE 2024
Stars Reach by Playable Worlds is about fulfilling the promise of what online worlds can be. In this video, you’ll learn about upcoming innovations for both MMOG and virtual worlds and Unity’s advantages. This thought-provoking experience draws you into a single shardless galaxy with thousands of living planets and space zones that you can [...]
Categories: Press Release|October 7, 2024
Massivelyop.com – Stars Reach’s skill tree system
In this article by Chris Neal from MassivelyOP.com, Raph Koster shares new insights into Stars Reach, focusing on the game's character advancement system. The sandbox MMORPG will feature a skill tree system where players earn XP by performing useful actions, such as a ranger gaining experience when their camp is used or a blacksmith earning [...]
Categories: Press Release|October 6, 2024
Advancement and Skill Trees
By Dave Georgeson We strongly believe there are three core elements at the heart of a great, massively social MMORPG. Fun and compelling moment-to-moment gameplay, a thriving global economy you're excited to participate in, and satisfying character advancement. These are all married together and intertwined like ivy branches. Each inseparable from the others, and [...]
Categories: Uncategorized|October 2, 2024
A Report From Unite
This past week I was at the annual Unity developers conference called Unite 2024, where we were presenting a couple of times on our game and technology. This year it was held in Barcelona, Spain. I had never been, and it was on my bucket list of places to visit. We work very closely [...]
Categories: Playable Blog|September 27, 2024
World Manipulation Playtest: Tearin’ Up the Terrain!
by Light Bates Hey Folks! Last month we had our first playtest where players could run, grapple, jump, grav-mesh, climb, dance, and more. This was a great way to kick off our external playtests and players had a great time, however through all of these movement tests their toolbelts were empty and their backpacks [...]
Categories: Playable Blog|September 18, 2024
Raph Koster Presenting at Unite 2024
https://unity.com/events/unite This week Unity is hosting the Unite 2024 conference in Barcelona, Spain. Aimed mostly at developers, the conference organizers have asked Raph to present as well as to appear as a guest in other groups' presentations. Thursday, September 19 from 3:15pm to 3:55pm CEST Peek inside: How Playable Worlds innovates with Unity [...]
Categories: News Brief, Raph Koster, Uncategorized|September 17, 2024
An Update On Visuals
by Raph Koster When we announced Stars Reach, the art style and visuals were not yet as far along as the gameplay, the cloud technology, and the simulation. Visual improvements were planned for later in the schedule, starting with this month’s pre-alpha testing. This gave us a challenge: Our development plan calls for early input [...]
Categories: Uncategorized|September 12, 2024
MMOBOMB.com – …First Of Many Graphics Updates…
In this article by Michael Byrne from MMOBomb.com, the Stars Reach team provides an update on graphical improvements after player feedback on the initial pre-alpha footage. While the art style remains unchanged, the new video shows enhancements in environment design, lighting, and character avatars, offering a preview of the game's progress toward beta testing. Byrne [...]
Categories: Press Release|September 12, 2024
Stars Reach Movement Vlog
In this devblog, Raph explains the in’s and out’s of the Stars Reach camera and movement systems. All of these systems are things our testers got to try out in our most recent playtests. Check out some excerpts from our most recent test, courtesy of Alimber. [...]
Categories: Uncategorized|September 4, 2024
Movement and Camera
You may have seen last week that we have started the limited pre-alpha testing for Stars Reach. It’s exciting times – we’ve had outsiders play the game before, of course, but it was mostly investors and partners of the company. This is the first time that real players have gotten to play! (Yay!) We [...]
Categories: News Brief, Playable Blog, Raph Koster|August 28, 2024
First Stars Reach Playtest: Focus on Stability & Movement
by Dave Georgeson We had our first external test last Saturday, inviting a slew of people from the Stars Reach Discord channel to join us. Around 58 of them joined during the two-hour test, along with part of the dev team. A good time was had by all. Although this first test was mostly about [...]
Categories: News Brief, Playable Blog|August 21, 2024
Who is Stars Reach for?
By Raph KosterI think this may actually be the last of the posts outlining the high level goals of the game! And just in time too, because the very first Reachers are going to be landing on a planet in Stars Reach this weekend. That’s right, it’s time to start testing! If you’re interested, be [...]
Categories: Playable Blog, Raph Koster|August 14, 2024
What Stars Reach Is, and Is Not
No game can be for everyone. And even though we want Stars Reach to have broad appeal and to bring together multiple playstyles into one world, it also can’t try to be all things to all people. These vision items and pillars and the rest are as much about excluding and ruling out as [...]
Categories: Playable Blog, Raph Koster|August 7, 2024
What is Stars Reach About?
by Raph Koster It might be hard to believe now, but a couple of decades ago, plenty of designers didn’t think that games could be art. They didn’t think that there was any greater meaning, that it was enough if games were just fun and didn’t have anything more to them. These days, we have [...]
Categories: Playable Blog, Raph Koster, Uncategorized|July 31, 2024
Stars Reach Game Pillars – Part Three
Hello everyone, I’m back with the third chapter in our exploration of the pillars for our vision of Stars Reach. Today I’ll be talking about the ones that get much more concrete about how the game works. It’s been great to see the discussion of these pillars on the official Discord and MMO sites online! [...]
Categories: Playable Blog, Raph Koster|July 24, 2024
MMORPG.com – ‘Easy to Learn, Hard to Master’
In this article by MMORPG.com, Raph Koster reveals new development insights for Stars Reach, Playable Worlds' upcoming MMORPG. He discusses the evolution of MMORPGs and how the game will blend the accessibility of modern titles with the depth of sandbox gameplay. Koster highlights a key design goal: combining the simplicity of Nintendo games with deep, [...]
Categories: Press Release|July 18, 2024
Stars Reach Game Pillars, Part Two
by Raph Koster Hello everyone, I’m back to talk more about our design pillars for Stars Reach. Last time I described an MMO as a virtual place that we put games in, rather than as a game. I also promised that today I would talk about principles that animate the games – the fun! – [...]
Categories: Playable Blog, Raph Koster|July 17, 2024
Stars Reach Game Pillars, Part One
by Raph Koster Hi everyone, I’m kicking off a little series of posts here on what our core game pillars are. These are the defining philosophies that animate everything in the game design. They tell us what the game is, and what the game is not. When we do design work, we constantly look back [...]
Categories: Playable Blog, Raph Koster|July 10, 2024
Stars Reach added to Steam Store
Steam has added a product page for Stars Reach in the Steam Store. Categorized under Massively Multiplayer Games, Stars Reach is presented with a short description in a small number of languages. The wishlist button is now active and helps us more than you know. Please wishlist today.
Categories: News Brief|July 3, 2024
Playable Worlds calls for early testers for Stars Reach
Playable Worlds invites players to sign up and opt-in for consideration for early player testing. Player feedback is requested to help refine and provide input on the design of features of the game. “It’s time to bring you into the process,” said Raph Koster. “That’s why we want to invite you along on our journey [...]
Categories: News Brief|June 28, 2024
Playable Worlds unveils first game: Stars Reach
Playable Worlds has announced its first title, Stars Reach, a massively multiplayer sandbox, exploration, and alternate-life game. Playable Worlds also released three videos that focus on early pre-Alpha game play, Raph’s creative vision, and Raph and the development team took questions from the community on what players can expect. Stars Reach is an intelligent, living, [...]
Categories: News Brief|June 28, 2024
Reddit announces Raph Koster AMA scheduled for June 28, 2024
The 258,000-member /r/MMORPG subreddit will be hosting Raph at 10am PST/1pm EST/7pm CEST on Friday, June 28, 2024. The AMA or Ask Me Anything is a respected reddit tradition. Come prepared to read live questions and answers or even ask your own questions about new and old games, books, etc. Visit the subreddit for additional [...]
Categories: News Brief|June 21, 2024
AWS Interviews Raph Koster for Game Industry Legends Series
Chris Melissinos is Principal Evangelist for Video Games for Amazon Web Services -- AWS for Games. Chris and Raph discuss his history in the design and growth of massively multiplayer online games, how MUDs led him to working at Origin Systems, stories around an infamous event in the early Ultima Online days, how gamers solved [...]
Categories: Uncategorized|May 24, 2024
Eric Goldberg’s Panel at GamesBeat Summit to feature Fries and Morhaime
Playable Worlds cofounder Eric Goldberg will be moderating a panel on games innovation at GamesBeat Summit 2024 next week. It's not too late to register. Virtual participation registration is free of charge and available here. Tune in at 11:00 AM Pacific for "Catalysts for the next great studios and games" with special guests Ed Fries, [...]
Categories: Uncategorized|May 13, 2024
Raph Koster Presents Revisiting Fun: 20 Years of “A Theory of Fun” at GDC 2024
In honor of the 20th anniversary of the publication of A Theory of Fun, Koster has been invited to present at Game Developer Conference 2024 in San Francisco. Friday, March 22 from 10:00-11:00am PDT This is considered a Design Track presentation and is available to holders of All Access passes or Core passes. A Theory [...]
Categories: Uncategorized|March 13, 2024
Playable Worlds adopts Didimo’s Popul8 to create 3D characters
"We are delighted that Popul8 has such flexible character customization that helps our character artists deliver their magic faster. This will help every player find a way to express who they want to be," explained Raph Koster, CEO of Playable Worlds, Inc. "Our goal is to enable players to create the full range of unique [...]
Categories: News Brief|March 12, 2024
Dirk Songuer Interviews Raph Koster for his Upcoming Book
Technologist and writer Dirk Songuer interviewed Raph about the rights of game avatars for his upcoming book on the history of the metaverse. In January 2000, Raph posted a thought experiment about human rights in a virtual context to the influential MUD-Dev mailing list. This interview explores the context, reactions, and a number of great [...]
Categories: Uncategorized|February 21, 2024
Eric Goldberg to Speak on Global Trends at PG Connects London 2024
After years of rapid growth in the games industry, we've finally hit a year of ups and downs. We wave goodbye to 2023 and look forward to what 2024 holds in store. "Forging Ahead: Will 2024 Spark a Games Industry Renaissance?" Pocket Gamer Connects | London 2024 - January 22-23, 2024 Location: The Brewery, 52 [...]
Categories: Uncategorized|January 16, 2024
The Here’s Waldo Podcast Interviews Raph Koster
This week Lizzie Mintus' Here's Waldo podcast interviewed Playable Worlds CEO Raph Koster. The conversation includes: Playable Worlds and its mission The challenge of funding a startup How Raph broke into the games industry Raph's 10-year forecast for the games industry The early days of Ultima Online Raph's Metaplace experience What makes a video game [...]
Categories: Uncategorized|January 5, 2024
The Here’s Waldo Podcast Interviews Gordon Walton
This week Lizzie Mintus' Here's Waldo podcast interviewed Playable Worlds Chief Product Officer and Executive Producer Gordon Walton. The conversation covered the earliest days of the games industry, Gordon's philosophy on hiring and managing people, how the industry has changed over the years, Playable Worlds, and much more. You can watch the interview here: https://www.youtube.com/watch?v=fDStRDwenaA [...]
Categories: Uncategorized|December 14, 2023
Wagner James Au Gives a Progress Report on the Metaverse
James notices that it has now been two years since Facebook changed its name to Meta and tells some of the lifecycle of the metaverse buzzword. Author of Making a Metaverse That Matters: From Snow Crash & Second Life to a Virtual World Worth Fighting For, Au has interesting observations on Meta, Roblox, and the [...]
Categories: News Brief|December 4, 2023
Playable Worlds Makes Waves at an Investor Event
A private investor event just wrapped up in Lisbon, Portugal and one of the standout presentations was by Raph Koster followed by remarks by Eric Goldberg, the founders of Playable Worlds. While the event was a closed-door affair, public comments and feedback on the presentation have appeared publicly on Twitter/X. Tim Cotten, founder of Scrypted [...]
Categories: Uncategorized|October 16, 2023
Raph Koster, Eric Goldberg presenting at GamesBeat NEXT 2023
GamesBeat Next - the future of gaming Wagner James Au, author of Making a Metaverse That Matters: From Snow Crash & Second Life to a Virtual World Worth Fighting For, will be moderating a panel on Practical Steps to Making the Metaverse interviewing Raph Koster, CEO and founder of Playable Worlds, Inc., and [...]
Categories: Uncategorized|September 27, 2023
GameDaily.biz interviews Raph Koster
Raph Koster talks metaverse design by Colin Campbell, Monday, September 25, 2023 Raph Koster is interviewed in his home studio. Raph Koster is one of gaming’s most renowned designers of online play worlds, like Ultima Online and Star Wars Galaxies. As author of the highly influential book A Theory of Fun for Game [...]
Categories: Uncategorized|September 26, 2023
The Fourth Curtain podcast interviews Raph Koster
The Fourth Curtain podcast team writes, "This week's guest is a poet, writing the poetry of fun. Author of the essential 'A Theory of Fun', creator of Ultima Online and Stars Wars Galaxies, he's likely the world's foremost expert on MMOs. Game industry fundamentals being made for the first time with Raph Koster." Episode 21 [...]
Categories: Uncategorized|August 24, 2023
A Conversation about Sandbox MMORPGs with David Georgeson
Q. Do you remember your first moment getting emotionally connected to a sandbox MMORPG? A. It was definitely Ultima Online and for an unusual reason. I had played hundreds of games by that point in my life, and all of those games were highly scripted. Results were intentionally predictable so you could learn how to [...]
Categories: Playable Profiles|July 26, 2023
Game Design Career Fireside with Raph Koster
In this fireside chat, Game Developer senior editor Bryant Francis interviews Raph Koster, CEO of Playable Worlds, Inc. who has worked at EA, Sony, and Disney, and served as lead designer and director for titles like Ultima Online and Star Wars Galaxies. They discuss his career as a top game designer, what's changed in the [...]
Categories: News Brief|July 25, 2023
MassivelyOP Analyzes Raph Koster’s Metaverse Whitepaper
Raph Koster predicts the future of the metaverse is a ‘virtual Machu Picchu’ – that you can leave If you’re not exhausted of seeing the word “metaverse” just yet, MMORPG developer Raph Koster has published a blessedly brief whitepaper on the evolution of online spaces like MMOs into metaverses – and by extension why we [...]
Categories: News Brief|April 10, 2023
Playable Worlds Cake
PLAYABLE WORLDS CAKE News Brief April 1, 2023 San Marcos, California – Playable Worlds, an online game company created to raise the state-of-the-art of immersive worlds development, has today released an official cake recipe. This is the first crafting recipe Playable Worlds has revealed to the public. There are two parts to this recipe [...]
Categories: News Brief|April 1, 2023
ACM Publishes Games: Research and Practice
News Brief The first issue of Games: Research and Practice was released today by the Association for Computing Machinery Digital Library. Games: Research and Practice offers a lighthouse for games research – a central reference point that defines the state of the art on games and playable media across academic research and industry practice. Playable [...]
Categories: News Brief|March 20, 2023
Club Metaverse Podcast Interviews Raph Koster
News Brief Host Marc Fernandez of the Club Metaverse podcast today released an exclusive interview with Raph Koster, CEO of Playable Worlds. They discussed game design, MMO history and design, lessons learned from Star Wars Galaxies & and Ultima Online, the Metaverse, and guitars. You can view the video version on YouTube or listen [...]
Categories: News Brief|March 20, 2023
Lecture at University of Maryland
At the invitation of Professor Niklas Elmqvist, PhD. of the University of Maryland College of Information Studies, Raph returned to present a second guest lecture to a game design class. The class is comprised of 50 masters and undergraduate students, mostly from the human-computer interaction and information science programs. The lecture was presented over Zoom. [...]
Categories: News Brief|March 14, 2023
What Drives Retention
For better or worse, much of the games market is moving to games-as-a-service. Once upon a time, this was known as the MMO business model, because all MMOs were games-as-a-service, and virtually nothing else was. Obviously, a lot of GaaS games won’t be MMOs. Candy Crush Saga is a service, but it’s not an MMO. Nor does [...]
Categories: Playable Blog|March 7, 2023
How Ultima Online Shapes Playable Worlds
For those that don’t know, Ultima Online is celebrating 25 years of continuous online play this month! Our CEO Raph Koster (Lead Designer on Ultima Online) helped bring UO to life all those years ago, and continues to draw inspiration from that original vision. And here we are, 25 years later, building new playable worlds. Worlds that feel alive and dynamic, where you can play from any device; using modern cloud-native architecture.
Categories: Playable Blog|September 27, 2022
Riffs by Raph: Sandbox versus Themepark
I just watched a couple of videos about sandbox vs themepark games (in particular one by NerdSlayer and another by Josh “Strife” Hayes)… One thing that struck me about the ways players often talk about this (because at this point the history is so old) is that people think of sandbox as the older version of MMOs, and themeparks as newer. But that’s not right – sandbox is not the older form. Sandboxes are the evolution of themepark MMOs, not the antecedent.
Categories: Playable Blog|September 1, 2022
Video Game Day 2022
For National Video Game Day, we asked the team what their all-time favorite game is and why. Yes, a bold request to ask of passionate gamers (some who may or may not have over a thousand games in their Steam libraries…) Keep reading to learn more about our favorite games!
Categories: Playable Blog|July 8, 2022
Playable Worlds Hires Gordon Walton as Executive Producer and Chief Product Officer
Playable Worlds Hires Gordon Walton as Executive Producer and Chief Product Officer. The Executive Producer who has shipped the most western MMOs, Walton brings 40+ years of experience from studios such as Maxis, BioWare, and Sony Online Entertainment and is joined by Omar Abdelwahed, Vice President of Engineering.
Categories: Press Release|June 8, 2022
Playable Worlds Raises Over $25M Series B With Strategic Investment from Kakao Games
Playable Worlds announced today that it has secured over $25 million in Series B funding, led by Korean video game publisher Kakao Games Corp., a subsidiary of Kakao, and with participation from return investors BITKRAFT Ventures and Galaxy Interactive. New investors Lilith Games and Gaingels also joined the round, which follows a $10 million Series A in 2020. This strategic investment will be used to drive Playable Worlds’ talent recruitment and fund its cloud-native sandbox MMO game currently in development.
Categories: Press Release|April 20, 2022
Playable Profile: Abby
Welcome to another edition of our Playable Profile series! We chatted with one of our senior gameplay engineers, Abby! While she is newer to the gaming industry, she has years of experience programming that helped her get to where she is now. She even has some great advice if you're looking to get into the industry, too! Read on to meet Abby!
Categories: Playable Profiles|April 14, 2022
Game Designer Journey with Greg Costikyan
Our Lead Game Designer Greg Costikyan (of Paranoia and Star Wars D6) chats with Dieku Games about being a change maker in the game design industry and speaking up for indie game developers.
Categories: Playable Blog|March 10, 2022
International Women’s Day 2022
We challenged people on our team here at Playable Worlds to join in and support gender equality in the workplace. Check out their pledges to help make the workplace equal for all genders.
Categories: Playable Blog|March 8, 2022
Real Talk About a Real Metaverse
Lots of people are promising a metaverse real soon now. Raph Koster of Playable Worlds has actually built one before, so he'll tell you why it’s harder than people think, and what is required to actually fulfill those dreams.
Categories: Playable Blog|February 1, 2022
Raph Koster’s Real Talk About A Real Metaverse
Not many people can say “been there, done that” on the metaverse. But Raph Koster, CEO of Playable Worlds, has been making online worlds for more than a quarter of a century. He gave a speech about what he’s learned from that experience at the GamesBeat Summit: Into the Metaverse 2 online event on January 27th, 2022. Koster has worked on online game worlds such as Ultima Online, EverQuest, and Star Wars Galaxies, and he understands the difficulty of interoperability, how people behave, the importance of creating standards, and the need to focus on fun.
Categories: Playable Blog|January 28, 2022
Happy Holidays from Playable Worlds
Peek inside for a holiday surprise from the team!
Categories: Playable Blog|December 16, 2021
Riffs by Raph: How Virtual Worlds Work – Part 5
Let’s get one thing out of the way first. Ownership of anything digital is illusory, and always will be. Then again, it’s illusory in the real world, too. Ownership is a convention, not physical reality. This is why we have sayings like “Possession is nine-tenths of the law, which basically means “you can claim you own something all you want, but if you don’t physically have the object, it’s pretty hard to enforce.” In digital settings, of course, you never physically have anything. At best, you have a physical container of data.
Categories: Playable Blog|October 21, 2021
Riffs by Raph: How Virtual Worlds Work – Part 4
Making objects in a virtual world actually *do* something is way harder than just drawing them – and as we have seen, drawing them is already fraught with challenges.
Categories: Playable Blog|October 14, 2021
Riffs by Raph: How Virtual Worlds Work – Part 3
Now we are finally at the hardest part of virtual worlds to wrap your head around – not coincidentally, also the aspect that gets people the most excited. Things. Stuff. Bits and bobs. Widgets. You know: objects.
Categories: Playable Blog|October 7, 2021
Raph Koster and Jon Radoff talk about the Metaverse
Raph joins Jon Radoff's "Building the Metaverse" video series to chat about the metaverse, online worlds, MMOs, and more!
Categories: Playable Blog|October 6, 2021
Riffs by Raph: How Virtual Worlds Work – Part 2
Last week I wrote about the challenges of moving art between virtual worlds – especially the long-standing dream of moving avatars across wildly different worlds and experiences. Something I didn’t touch on is whether this is a dream you actually want.
Categories: Playable Blog|September 30, 2021
Riffs by Raph: How Virtual Worlds Work – Part 1
That’s why I am writing about how virtual worlds work today, so it’s easier to have these conversations, and all reach for those dreams together. And I’m going to try to do it with minimal technical jargon, so everyone can follow along. This is a big topic, so today we’ll confine ourselves to just one part of the virtual world picture: what you, as the user, see.
Categories: Playable Blog|September 23, 2021
Riffs by Raph: But First, the Game
In the last couple of articles, I’ve spent maybe too much time talking about big buzzwords – metaverse this and that. I get it, it can be confusing! I want to talk about why our overall tech approach makes for better lives for developers and better games for players.
Categories: Playable Blog|September 16, 2021
Riffs by Raph: Revealing our Technology
Last week, I talked about “metaverse,” the hype around it, and how much of what people dream about is actually stuff online worlds have done for many years now. I ended the article on a bit of a tease, promising that I would talk about what we are doing. I won’t tease this time.
Categories: Playable Blog|September 9, 2021
Riffs by Raph: Online World or Metaverse?
A lot of people are talking about the “metaverse”, and as a result, a lot of folks are wondering what the heck that word even means. Frankly, it’s a reasonable question. But as someone who has actually built, launched, and operated a metaverse before, I have answers! Read on to learn more!
Categories: Playable Blog|September 2, 2021
How Games Get Made – Part 2
In part 2 of our How Games Get Made series, Greg shares more about each team and their roles, and perhaps most importantly...what's the status of that lightbulb? Check it now! Warning: More bonus jokes inside.
Categories: Playable Blog|August 17, 2021
How Games Get Made – Part 1
Ever wondered how exactly games are made? Our Lead Designer, Greg Costikyan, shares his depth of knowledge (albeit a little tongue-in-cheek), digging into everything from "the idea", how to get funding, and the stages of development. Read on to learn more! Warning: Bonus jokes imminent.
Categories: Playable Blog|August 3, 2021
Non-Binary Day 2021 – Dev Advice
Hello everyone and happy International Non-Binary People’s Day! I’m Light, resident bigender prototyper (any pronouns), and today I wanted to take a little time to give some advice for those of you looking to get into games! Read on to learn more!
Categories: Playable Blog|July 14, 2021
Playable Profile: Light
In the latest Playable Profile, I had the pleasure of chatting with Light, who is on our design team! We talked about their experiences with games, what it’s been like working in the industry for the first time, and more! It was an absolute deLIGHT! Read on to meet them!
Categories: Playable Profiles|July 8, 2021
Inclusivity at Playable Worlds
To celebrate Pride Month, we have shared more about our values and culture here at Playable Worlds. We dig into diversity, equity, and inclusion and why it matters. Read on for more!
Categories: Playable Blog|June 22, 2021
Playable Profile: Patrick
It’s time for another Playable Profile - I interviewed Patrick, who is on our engineering team! We chatted about how he got into programming and what he’s learned during his career in games. If you’re looking to get into the gaming industry, he shared some great advice on how to make it happen. Read on for the full interview!
Categories: Playable Profiles|June 10, 2021
Eric Goldberg on Investing and the Future of Gaming
Playable World's Co-Founder, Eric Goldberg, joined the Elite Game Developers Podcast to discuss investing in games and what the future of games looks like.
Categories: Playable Blog|June 3, 2021
Raph Koster Speaks About the Future of Online Worlds
In this superstar fireside chat from the Game Maker Insights track at Pocket Gamer Connects Digital #6 on April 20th, 2021, Raph Koster and Joost Van Dreunen discuss true multiplayer game design & the cloud.
Categories: Playable Blog|May 13, 2021
Riffs by Raph: What does Cloud-Native even mean?
First, let’s get real: the cloud is not really new. After all, there used to be a time where we ran software on mainframes remotely, and used a pretty dumb terminal with a thin client to connect to the mainframe. Today, instead of a mainframe, we have remote server clusters with tons of compute power that can launch and shut down a multitude of servers to allow for rapid changes in demand. There’s incredible sophistication in what has changed, but it’s still mostly tech plumbing.
Categories: Playable Blog|April 22, 2021
How Playable Worlds is building a cloud-native sandbox MMO
Our CEO Raph Koster and co-founder Eric Goldberg chat with Dean Takahashi at VentureBeats about what we're working on here at Playable Worlds. We dig into topics like cloud-native technology, social gameplay, and living worlds!
Categories: Playable Blog|April 19, 2021
Riffs by Raph: Thinking Long-term
The reason why businesspeople need to use other words is because “fun” isn’t particularly measurable. For one thing, it’s really different for different people. Some people find fun in raising cute pets, and others in turning them into giblets and loot. Some enjoy building, and others tearing down. There isn’t anything wrong with that! A person’s taste in fun will evolve over time, by quite a lot. When we were little kids, we all liked games that seem trivial or random to us now; one of the biggest characteri
Categories: Playable Blog|April 15, 2021
Riffs by Raph: Designing for Social Play
There’s a sweet spot of network development where mom-and-pop shops aren’t crushed by megacorps. A sweet spot where almost no one is really disposable. Where people aren’t forced to overspecialize, but also aren’t forced to do everything themselves. Where no individual node on the graph is so powerful it swallows all the attention or all the rewards.
Categories: Playable Blog|April 8, 2021
Riffs by Raph: Player-Driven Economies
A player-driven economy isn’t about the money. It’s about having every way to play the game serve a role in the ecosystem. It’s about all the wonderful and weird ways we choose to live and play, and how we find out that our silly hobbies are vital necessities to someone else.
Categories: Playable Blog|April 1, 2021
The Future of Online Worlds
"We dreamt of living worlds, back then: worlds we could fall into, ensorcelled by plausibility and consistency. Worlds that would immerse us. We dreamt of worlds that offered freedom, ways to play and live that the real one does not. We dreamt of worlds where we as players made a difference." Our CEO Raph Koster shares his thoughts on the online worlds of the past, and what is in store for future worlds. Read on for more!
Categories: Playable Blog|March 25, 2021
International Women’s Day 2021
We chatted with a few of our wonderful women and non-binary people on the team and discussed how they got into the industry, what challenges they’ve faced because of their gender, and their personal triumphs and successes. Read on to meet them!
Categories: Playable Blog|March 8, 2021
Raph Koster speaks on the Metaverse at VentureBeat
Our CEO Raph Koster was a panelist at the GamesBeat Summit, discussing startups, the road to the metaverse, and why we need to learn from history.
Categories: Playable Blog|January 28, 2021
Keeping Players Engaged
Our CEO Raph Koster recently spoke on a panel about engaging players over the long term, and subscription business models. Check out the video and the follow-up interview!
Categories: Playable Blog|August 26, 2020
Playable Worlds Raises $10M for the Creation of its Cloud-Native Sandbox MMO
Playable Worlds announced today that it has secured $10M in Series A funding, led by interactive content and technology investor Galaxy Interactive via its Galaxy EOS VC Fund. The funding will be used to develop the technology associated with a cloud-based game and to continue building out the team.
Categories: Press Release|June 11, 2020
The Evolution of MMOs
Our CEO Raph Koster joined Gordon Walton of ArtCraft for a panel discussion put together by GameStar, hosted by Leya Jankowski of MeinMMO and Julius Busch of MAX Monsters & Explosions. Listen in to learn about what makes MMOs special and why these two creators have devoted their careers to them.
Categories: Playable Blog|June 8, 2020
Just how close are we to achieving the Metaverse?
Pioneers in virtual worlds Philip Rosedale of High Fidelity; Matthew Ball of Epyllion Industries; Raph Koster of Playable Worlds; Frederic Descamps of Manticore Games; and Sam Englebardt of Galaxy Interactive, met up digitally at GamesBeat 2020 to talk about the promise of the Metaverse.
Categories: Playable Blog|May 5, 2020
Raph Koster guests on “Countdown to Classic” podcast.
Josh is joined for an epic chat with MMORPG legendary designer Raph Koster, the current CEO of Playable Worlds, and former lead designer and creative director of Ultima Online and Star Wars Galaxies, respectively. Listen in to one of the best chats the show has featured, as Raph talks everything from Richard Garriott’s castle, to his thoughts on micro-transactions and their place in gaming, to his current work with Playable Worlds.
Categories: Playable Blog|December 19, 2019
Welcome Back, Koster: Why an MMORPG vet is back building a new virtual world
This is what makes Koster's involvement with Playable Worlds notable: he seems intent on applying lessons learned from decades of studying online game communities, and passionate about building a shared world where combat isn't the focus. 'There are so many ways to exist and interact with these alternate, fictional worlds that to say combat is The Way is just so reductive,' he said. 'We've really started getting that lesson; for me it was a lesson we came into on Ultima Online.
Categories: Playable Blog|October 25, 2019
Gaming industry veteran on how the Store Wars will end
“The gaming industry suffered a schism earlier this year as multiple PC storefronts triggered the Store Wars, an escalating battle for exclusive games. Gamers were divided over the benefits of this, and the debate over it continues as more games come out as “exclusive” to a store. TNW got the chance to speak to Raph Koster, a legend in the industry, about the state of gaming.”
Categories: Playable Blog|October 19, 2019
Playable Worlds has a ‘different mindset’ on engagement
I would go further and say it's not just those sandbox-y elements; there are lessons we could be pulling into MMOs from other kinds of games all together. There's this impression that an MMO has to be something heavy, something you take two hours to do every session. I think there are a ton of lessons we've seen in everything from mobile to indie games showing you can have things that are deep and really engaging but don't require you to make them your principal hobby taking up hours and hours every day.
Categories: Playable Blog|October 4, 2019
Playable Worlds Raises $2.7M to Create a New Sandbox MMORPG, led by Raph Koster, Designer of Ultima Online and Star Wars Galaxies
Playable Worlds, an online game company created to change the way immersive worlds work, announced today it has raised $2.7 million in seed funding, led by BITKRAFT Esports Ventures with participation from 1UP Ventures and several game industry angel investors. The company is led by a distinguished team of developers with many decades of collective online game experience from Disney, Marvel, Sony Online Entertainment, and venture-backed startups.
Categories: Press Release|October 3, 2019
The award-winning designer behind Ultima Online and Star Wars Galaxies says it’s time for his ‘dream to be fulfilled.’
“I’d say that our goal, though, is to make a sandbox that looks forward, rather than one that looks backwards. There are many lessons to build on, but we’re not out to build a museum to old gameplay. We’re going to bring the best of that stuff forward to the modern day, and blend it with the best of now to hopefully make something that works for tomorrow.”
Categories: Playable Blog|October 3, 2019