Over the past few years, the Ten Ton Hammer team has been eagerly scooping up every piece of
Aion: The Tower of Eternity development news that we could get our hands on. There hasn’t been much officially released for the US public, but we’ve done our best to give you the scoop on this epic game. But since the grand public unveiling of
Aion to North American audiences at 2008’s Penny Arcade Expo, the US developers for NCsoft’s upcoming high fantasy MMO have gone relatively quiet. Thankfully, the Ten Ton Hammer staff was able to nab a few answers to some nagging
Aion questions, and if you’re eagerly awaiting this beautiful MMO, make sure you check out this interview!
Quote:
Ten Ton Hammer: The archetype approach for character creation has been attempted before to mixed results, most notably with EverQuest 2. In that game the system ultimately didn't go over so well as it left players feeling a bit disconnected from the class they ultimately wanted to play, so was later dropped altogether. How has player reception been with the archetypes in Aion so far? Will there be a more seamless progression between archetype and main class that helps ease players into specific combat roles?
Chris Hager: Aion’s class system is designed to be intuitive. We want players to make an easy first decision and enter the world to learn about the story, the combat, the questing, and general game mechanics without having to worry about whether they picked the right class. By providing four general choices at the beginning a player can get in and learn the game before making game altering decisions. The second class choice you make is fairly early on, within the first 10 hours of gameplay. The classes to choose from are familiar to the player so that they do not need to log out and scour the web to look up some obscure word describing what is essentially a Ranger.
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You can read the rest of the Aion interview by clicking here!