As we stare vacantly at our smartphones and watch global atrocities unfold over âX,â itâs easy to forget that the internet once offered a vision for hope. In the early â90s, the infinite possibilities of an interconnected web felt exhilarating. Knowledge and data could be seamlessly shared across the globe. âSnail mailâ would soon be replaced by instantaneous e-mail. Yet for Rich Vogel and his colleagues at Archetype Interactive, the world wide web had a much more exciting applicationâit represented the future of play.
Working alongside Google Earth and PokĂ©mon Go creator John Hanke, Vogel and Archetype Interactive created the first proper MMO, Meridian 59, wowing players as it hit CRT screens in 1996. âJohn [Hanke] changed the way people navigate the world,â Vogel says of the current Niantic CEO. âTo me, thatâs like meeting Thomas Edison.â
Yet if Hankeâs cartographic innovations make him the App Store Edison, then Vogel is the MMOâs Leonardo Da Vinci. If youâve ever played an online game, youâve felt Vogelâs influence. Fascinated with the idea of connecting people through games, Vogel worked on beloved creations like Star Wars Galaxies, Ultima Online and Star Wars: The Old Republic, defining the core rules that govern the massively multiplayer experiences that have transformed both the games industry and popular culture as a whole.
âMeridian 59 was the very first game outside private networks like AOL, where you actually went on the internet to play the game,â Vogel explains. âYou downloaded the client from a browser and it installedâthat was simply never done before. With Ultima Online, we had a seamless world holding thousands of players, which also had never been done before. We had a crafting system, a PVP roomâŠwe helped really define what PvP was.â
A Wild West in the Outer Rim
While many of his colleagues who built Ultima Online went on to work on World of Warcraft, Vogel abandoned swords and sorcery in favor of a trip to a galaxy far, far away. The result? The equally influential, if far less commercially successful, Star Wars Galaxies
Released in 2003, this unwieldy and highly ambitious MMO saw players roleplay as whoever they wanted in the Star Wars universe, offering a bold departure from your traditional, quest-based fantasy fare.
âWith Star Wars Galaxies, we basically did No Manâs Sky in 2003,â Vogel says. âIt was all procedurally generated terrain, all the Star Wars settings and historic places were layered on top of the procedural world. We even had procedural ways of developing points of interest. It was well, well beyond what other people were doing at the time.â

While its servers were shuttered in 2011, Galaxies influenced everything from EVE Online to Fallout 76 For many mourning fans, itâs an online experience that still hasnât been replicated. âWe gave people the ability to play in the Star Wars universe as anything they wanted to be,â Vogel says. âWe had an amazing crafting system that no oneâs ever been able to duplicate, and a character creation system people are still doing everything to duplicate today.â
Greenlit in 2000, Galaxies was conceived in a pre Jar-Jar age, when excitement around Star Wars was at an all-time high. Developed by San Diego-based Sony Online Entertainment while Lucasfilm was shooting the prequel trilogy, Galaxiesâ story prompted an unusual level of involvement from George Lucas himself. âWhen Galaxies showed the player places that theyâd never seen in Star Wars before, George would review them, to make sure that we didnât conflict with [the prequels],â Vogel tells Kotaku
Set in between A New Hope and The Empire Strikes Back, Galaxies leaned into locations that would be revealed in the prequels. Working alongside long-term Star Wars writer Haden Blackman, who penned multiple Star Wars comics and went on to write The Force Unleashed series, Blackman ensured that everything in Galaxies felt sufficiently authentic. Yet despite the forensic attention paid to fact-checking Galaxiesâ lore, gameplay-wise, these young developers were given free reign. âThat was incredibly rare, having that freedomâŠâ says Vogel, âItâs how we built something so far beyond what had been done [with MMOs] before.â
Still, the team werenât entirely without a guiding handâthey received invaluable critiques from an unlikely junior tester. âGeorge Lucasâ son would come and play the game and give us feedback,â Vogel reflects with a smile. Not much of a gamer himself, Lucas instead sent his video game-loving son to give the nervous team his verdict. âHe was just a teenager, but we listened to all of his feedback. Heâs a pretty good gamer, actually. We got to know each other really well.â
Nothingâs ever really gone
Despite Vogelâs obvious pride for Galaxies and the rabid fanbase itâs since garnered, when it first hit shelves in 2003, this pioneering MMO flopped like a womp rat. âItâs amazing how people talk about it now, because when we were building and releasing it, we didnât feel that way,â reflects Vogel. âThe community really turned [Galaxies] around, and somehow itâs still going,â he adds, referring to the emulated servers thatare still lovingly maintained by fans. âI think it just shows you how powerful that game was.â
After a rocky start, Galaxiesâ legend slowly spread, players flocking to its malleable take on the MMO genre. From in-character role playing servers to surprisingly horny after-dark shenanigans, Galaxies felt almost as unpredictable as the shadiest corners of the Outer Rim. âIt was a real hive of scum and villainy,â Vogel says, referring to the seedy nighttime play in Mos Eisley. âAnd no, I will not expand on the kinds of scum and villainy,â he says with a laugh.
For all the sexting in a galaxy far, far away, in a pre-social-media landscape, Galaxies was also somewhere thousands could form real connections.âIt was pre-Facebook, right? There were people in the military, a woman who played with her husband together at night, just so they could talk to each other. I thought that was really special.â
For all the respect it receives in game dev circles, Vogel feels Galaxies still doesnât get enough credit for what it achieved. âStar Wars Galaxies was absolutely a metaverse.â Vogel continues, âWhat Fortnite is saying they did first? We did that in 2005. We hired people and volunteers to come in and do events, we had a whole event system layered on top. We had bands come and play, It was amazing!â
Yet there is one thing that even the self-assured Vogel regrets about Galaxies: its canon storyline. âOne of the things I think BioWare did really well with KOTOR is they pulled it away from the movies. We didnât with SWG, and we had a lot of restrictions on the story, like that the Jedi were rare. Why do you want to play Star Wars if you canât be a jedi? Thatâs the fantasy! I wish we pulled out of that timeline and did our own thing.â
Always in motion is the future
Now, however, Vogel is aiming to create a new type of online experience. Forming T Minus Zero Entertainment with veterans behind Dragon Age Inquisition, The Elder Scrolls Online, and Fallout 76, he says the Austin-based studioâs debut will offer up a different kind of online play.
âItâs an action game,â Vogel explains of the as-yet-unannounced title. âItâs based on a public domain IP that no one has built a game around yet. A session-based gameââlike Destinyâs 30-40 minutes strikes, he explainsââbased on a licence that has a very global appeal.â

Why not make another traditional MMO? Vogel explains that he sees the World of Warcraft era as one firmly rooted in the past. âThis generation of players donât want to go through the grindâthey like to get to the fun fast,â he reflects. âLook at all the popular games in the multiplayer space now; the top five games donât require a huge amount of your time.â
âThere will always be room for people to play MMOS, of course,â Vogel continues. âBut theyâre for the grinders, aged 35 and above. Itâs a nostalgia play, not a huge space for this generation of gamers.â
Yet no matter what form the mystery game takes, Galaxies taught Vogel what will ultimately decide its fate. âItâs all about listening to the community,â Vogel says. âBecause frankly, itâs their game. Where you see a lot of developers go wrong is that they think [an online game] is their game.â
âYou need to watch what [players] do. Watch what they navigate to, what they like and what they donât.â He continues, âLook at analytic data, have heat maps where players are, how long it takes to kill, so you have an objective and a subjective point of view. A lot of players donât know what they really like or want and itâs too easy to pander to the vocal minority. But if you donât listen to players at all, youâre not gonna win. Especially in the connected world we live in today.â

While Vogel continued playing in the Star Wars toy box with 2011âs The Old Republicâa story-led approach to the MMO that Vogel is quick to point out âno one had done beforeââit is the free-form role-playing of Galaxies that is remembered most fondly. The question is, can he bring that same sense of innovation to the increasingly well-worn online shooter?
âWhat weâre building now is something very ambitious,â says Vogel. âYou look at my track record and it has been going to places that people havenât before. I want something that is ideal for you to come in and have fun for a while with your friendsâand I believe that small parties are where relationships are really formed.â
While the decades have long removed most peopleâs romanticism of the internet, Vogel is just as excited about its socialising potential today as he was in the â90s.
âI think this is the MMOâs future,â Vogel reflects, referring to short-session multiplayer. âEpic, immersive worlds where people form vibrant communities. I really want to build a game that people talk about for a long time, where it becomes their hobby. People have gotten married in these kinds of games, people have made friends forever. Itâs why I love creating online games, they let you form relationships with people that you simply canât in single player.â