Right when the market seems to be saturated with “me too” fantasy MMO titles, another one emerges from the developmental primordial soup and starts gathering momentum. This time it’s the turn of Aion: The Tower of Eternity to emerge into the dual headbeams that are the MMO-playing population’s insatiable appetite for new content. But since we’ve had Lord of the Rings Online fail to gain a significant handhold on the cliff face of market share, Age of Conan rapidly fall into the depths of oblivion and Warhammer: Age of Reckoning struggle to he heard, what makes this new game any different? If a record-breaking uptake of 170,000 players in the initial Korean beta is anything to go by, this could be a game to surprise the cynics among us.
One concept that pretty much every videogamer has become aware of, even if it’s only at some subconscious level, is the idea of a Japanese role-playing game or JRPG. This unique variant originated from Western tabletop RPGs such as Dungeons and Dragons being imported into Japan and translated, with homegrown variants springing up shortly afterwards. These then translated into videogame products, which is where series like Final Fantasy come in. It’s difficult to say if later Korean MMOs such as Lineage are a direct result of the JRPG videogames, but there are some heavy influences that come through in areas such as art direction (smooth, anime-style characters) and gameplay choices (long, drawn out and repetitive grinding sessions). Players seem to love them, with Lineage notching up 3 million players at it’s peak, while the Final Fantasy series has enjoyed continued international acclaim. It comes as no surprise then to see NCsoft try and explore this market again with a high-fantasy MMO that has a distinctly different taste to the orcs, goblins and kobolds that typically inhabit more Western fare.
The setting of the game lends it to a range of environments, with one half of the world of Atreia being continually bathed in light while the other languishes in darkness. These two halves occupy the inside of two hemispheres, with the rubble and rock between them described as ‘The Abyss’. The background to the story involves the central tower being shattered halfway, with the inhabitants of each hemisphere blaming the other. Thus, the stage is set for conflict between the radiant Eloys and the shadowy Asmodians, providing PVP fanatics with all the reason they need to gank with impunity. Mindful of the upset that can be caused if one faction starts to dominate, a quirky design trick is to introduce an AI controlled faction called the Balaur in order to maintain some sort of balance. Depending on the amount of control each faction exhibits, the Baular can switch sides from fighting alongside to against them. It’s a clever solution to a problem that can cause heavy issues in PVP specific realms where one faction heavily outnumbers another. NCsoft are trying to christen this type of realm design ‘PvPvE’, but it does feel to be more of a case of PvE with a special PvP zone between the two PvE areas.
Aion: The Tower of Eternity has all the feel of a Japanese or Korean videogame. The visuals are stunning to look at, with clever texture and model work benefiting from the Crytek CryEngine used in Far Cry. Atmospheric lighting and glow effects are all there, with sunny Elysium, gloomy Asmodae and the Abyss all providing a range of environments to work with. Although influences from other fantasy settings are evident, the styling and art direction provide enough distinction to make this feel a game in it’s own right rather than just a collage of borrowed ideas. For a start, nothing looks ugly – not the creatures, not the landscapes, not the non-player characters – nothing. Whether it’s due to it’s unique heritage or just a by-product of game lore, but there is a definite aura of beauty about it. The characters themselves look like they’ve come out of a top anime movie, complete with Dragonball-Z hairstyles, plated armour and humorously over-sized weapons. The character choices themselves though are fairly straightforward – you can either choose an Asmodean or an Eloy, but there are no other racial choices available. Customisation is in a similar ball-park to Age of Conan, with sliders for almost every option conceivable. While having a limited number of choices is likely to upset players who want to play Mr Ugly, it does mean that all those issues such as racial abilities and balancing them are removed.
Character development is also straightforward. Four classes are initially available: Scout, Warrior, Mage and Priest. From there, players can later specialise into one of two subclasses, depending on what their personal preference is. For a warrior, this means specialising as either a tanking Templar or a general combat Gladiator. Unlike other games where switching between these two types is easy, in Aion the change becomes permanent. Although this can be a limiting choice, characters can also pick up ’stigma stones’ from the corpses of defeated monsters and use them to gain the abilities of other classes. This can mean that a mage would be able to wear heavy armour, or a warrior could gain some healing abilities. Characters are restricted with how many stigma stones they can use and when they can swap them, and some stones will be harder to find and become bound to the character when used. It does mean though that some of the characters designed mainly for group roles such as healers and tanks will have a little more versatility during solo play. It also means that character skills can be bought and sold, providing something new for player economies to haggle over. Characters also gain the ability to fly at their tenth level, although it’s fairly tightly controlled. At first, a character can only fly for a minute, although this can be increased through the use of items, potions and general character development. Flight will also be useful in combat, with a number of flight-only abilities such as dive-bombing being possible.
Adventuring in Aion is available in three ways, with either solo-play, 6-man parties or 9-party raids available. Most of the content is open-world, including the dungeons, with only limited content being instanced. As far as combat goes, it’s a fairly standard hack-and-slash or spellcasting affair, with a combo ability mechanism bolted on to provide even more spectacular visuals. Combo trees are also talked about, allowing a player to customise an attack to add a particular effect. Now, while I’m not averse to having combo-mechanisms to pull off spectacular attacks instead of blindly mashing buttons, I do get a little nervous when they start talking about combo trees. If the options are nice and simple I can’t see a problem with it, but if you end up with about ten different combo tree options for each ability it rapidly becomes unwieldy. There’s also what happens if a combo fails – do you deal some damage, or do you have to complete it exactly in order to do anything at all? It’s these subtle choices that can take a cool design idea and either make it something that adds a little uniqueness or something that makes it inherently frustrating. Then there’s the death penalty – not only does your character suffer debilitating effects for a short time and restart at a fixed location, but there’s also an experience point penalty. I thought we’d moved beyond these penalties, as it means that if you’re having a bad day questing or just continually getting ganked in PVP you can actually lose levels and start moving backwards. Yes, death should be harsh and unrewarding, but XP penalties are one of those design choices that should have been discarded long ago.
Crafting also seems to be one of those areas where game design choices seem to reward with one hand and punish with the other. Although the usual rollout of professions are there, the way they are implemented is cause for concern. As well as having a regular crafting success or a critical success to make an item with increased stats, a character can also fail to craft anything at all. This places increased risk on crafting economies – just imagine collecting the resources to craft a difficult to make set of armour and finding a blacksmith willing to make it, only to have your materials wasted by a failed crafting. As a consolation, players will be able to transmute resources from one type to another (such as wood into iron), but it means that you’re more likely to sell materials and buy completed items instead of finding a crafter and paying a small fee to get an item made.
At the end of the day, Aion is as much a game trying to interlock two gaming cultures together as it is about two factions opposing each other. In making concessions to western gameplay styles while still keeping eastern roots, it’s attempting to carve out a niche for itself that it hopes will make it appealing to a wide range of audiences. But while design choices seek to punish players for unlucky play sessions, reaching audiences in depth may be more of a challenge. Although it’s easy to attract a number of players keen on the more hardcore aspects of an MMO, pulling in the large numbers of casual gamers out there may prove more of a challenge.
Tags: Aion: Tower of Eternity, development, jrpg, MMORPG, NCsoft






This Aion is one of those that I don’t think I’d end up playing. Mainly because of the Anime look and feel. I suppose it’s to be expected from a Korean game but the whole Final Fantasy (why there were multiple “final” fantasies is a whole different subject) thing never really grabbed me in the first place.
Anyway, so to some of the gameplay aspects. Limited classes puts me off, especially as there doesn’t really seem to be anything new added there. You’re either a healer/remote buffer, or a frontline hack and slasher. I’m seeing this playing WAR at the minute. When I go into the Scenarios with other players, I’m expected to heal others rather than doing any damage myself, and it can be difficult to keep up with that. Eve on the other hand you don’t play a healer/tanker etc, that’s more down to what ship you fly as to what the ship is capable of, and of course Eve has a slightly wider range of roles even if some would recategorise those into the minimalist tanker/dps/healer.
That crafting side of the game, just on the quick review of this, seems not to offer as much reward as it should, with no garauntee of actually making anything at all even given skills and resources invested into a specific crafting attempt? That would annoy me. I’ve not played with crafting too much in WAR yet, but I have played with the industrial side of Eve quite a bit. There if you have the resources and a spare factory slot, you build what you planned to build, as simple as that, although building Capital Class ships does carry a great many risks, given the constant conflict in the areas of space where you’re able to set up your capital shipyards.
The thing about character death though does have parralels with Eve. If you’re killed several times in rapid succession yes you’d expect some kind of loss. Going backwards and losing levels would annoy me, and make it feel like any forward progress had been wasted. WAR just inserts short term debuffs which wear off after a few minutes but do stack up if you get killed often in rapid succession. However, these debuffs can be easily removed by an NPC Healer with a small price in coins being paid. Eve deals with it a different way and if the player isn’t careful you stand to lose a lot of progress. Eve has Clones. Your clone can hold x amount of skillpoints. If you have more skillpoints than your clone can hold and you get podkilled, you will lose some of those over the top skillpoints. Bear in mind the basic clone only holds something like 100,000 SP’s, and most characters carry 10’s of millions of SP’s, there’s the potential for a lot of loss if you die and don’t rebuy a suitable clone upgrade.
I think I fall under that casual gamer group, and probably this is why this doesn’t appeal, aside from the reasons I’ve given here. For something to appeal to me it really needs not to be a WoW clone, which WAR isn’t. It also needs to offer something different, something I’ve not seen before, or something that just plain grabs me. I play Eve because it is MMO Elite, a classic game I’ve always loved playing. WAR is still in the tryout stages for me, although it’s appeal is growing rapidly. I was put off the D&D MMO because there was no PVP, and the reviews of Conan didn’t appeal to me. Also if it doesn’t much appeal to the 12-16 year old immature idiot range, I’ll probably look at it more. Maybe I’m just too picky over what games I want to play.
I’m not too fussed about the look and feel, as I’ve been playing WoW for the last four years and I don’t really mind the whole anime thing. But I agree with you, it does seem to be developed with a more hardcore slant and I think it will alienate the more casual market. Although there is a hardcore MMO market in the US and UK, I’m not sure if they’d go for something like Aion instead of something else like WoW, or wait around for something like Star Wars: The Old Republic or similar. It may well be that when it comes out it completely misses the boat in favour of a franchise that’s more familiar to gamers.
The look for me is something that I can really get into, while I don’t always advocate games to focus on jawdropping visuals over content I must say to play an MMO with non cartoon style WoW visuals is certainly an attractive prospect.
The equal class balance and only two race issue is something I welcome. Personally I’m a PvE player and I hate aituations where a class that’s stunningly brilliant in PvE has to go through radical changes because in a player vs player situation it comes out too strong, often losing the class concept and feel in these changes.
The NPC balancing of factions looks to be something that if implimented right would resolve many issues with PvP gaming and the heavy dominance of one faction over another that plagues MMO games.
And finally the Stigma stones is a genius concept, it takes the Glyph system that Warcraft uses to another level and allows for greater customisation of character, so while the game has limited class choices it has many alternative branch outs.
That said, two things raise my eyebrow as already discussed. If this game were to aim to be succesful in the US and Europe it would need a drastic tone down in certain hardcore elements, the XP penalty would have to go right out the window. For new players adapting to a game it’s a nightmare to contend with, for casual players it’s an unnecessary block in the way of game enjoyment. Sure it’s an effective penalty against spawn rushing and reckless zerg play, but there are other ways to impliment this.
The second is the crafting system, now I like the idea that crafting can fail, but if you impliment something like that you must impliment a secondary option (for a greater material cost) that grants a guarenteed success. This gives the player the choice of gamble vs certainty.
I will be keeping an eye on Aion’s development, although should I choose to play it it will almost certainly be at a casual level.
I will not be playing this game, that death penalty is horrible and exp loss should never be in a game again.
Personally i like the exp loss after death. That’s what will separate the men from the boys. Well for me, women from the boys. See you in the battle field if you aren’t too scared to get owned.