dev Yongchan Jee spilled the beans on the game's origins as part of
a GDC Europe Q and A session. Gamasutra
were on hand to find out what exactly makes the game stand out in Korea. This included addressing a gap in the market for 'AAA' titles after the release of Lineage II
and World of Warcraft
, as well as focusing on a faction warfare angle which sees the two player-controlled races of the Elyos
and the Asmodians
fighting against each other and the terrifying Balaur
. Jee also discussed how the game was rebooted in 2006 and while this did affect the moral of the developers, it ultimately allowed them to start from scratch and create a truly memorable game.
Lee also focused on the character customisation, discussing the concepts of beautiful and ugly characters in MMOs like World of Warcraft
, where Korean players often favour the Alliance over the Horde. He also explained why the devs chose to create Aion
as a zone-based MMO over a seamless world. Aion
fans should definitely check out Gamasutra's write up for even more hints at Aion
's gestation and conception.