Aion Analysis: Introduction

“Aion Analysis” is a series of articles I’m going to be doing on the game Aion.  This article only introduces what the series is going to be about, and it will not do any actual analysis.

Aion is a game developed by the Korean developer and publisher NCsoft.  It was originally released in South Korea in November 2008 and quickly became NCsoft’s flagship product.  It released in Japan in July 2009, and was subsequently released in North America, Australia, and Europe in September 2009.  The game was advertised as a PVPVE game.  One of the core focuses of the game was for PVP and PVE to often intermingle instead of being separate subgames.

In South Korea, the game experienced an incredible amount of success.  It surpassed Lineage 1 in terms of financial success, and it was the most popular MMORPG in South Korea.  Despite being wildly successful in South Korea, the game was not immensely popular elsewhere.  It saw massive initial success, but the success tapered off and, as the game was westernized more and more, the game continued to do worse and worse financially.

In spite of Aion’s tapering popularity globally, it is still rather popular within South Korea, often being ahead of World of Warcraft in LAN cafes in terms of popularity.  Outside of South Korea,

Before I go into analyzing the game, I feel that I should discuss my own background in Aion so that you may understand the context I am viewing the game through.  I am from North America.  I hit level 50 as an Elyos Sorcerer in patch 1.5.  I played sparingly during 2.0 and 3.0, but I came back and played again during 4.x and 5.x.  During 4.x, I got an Elyos Songweaver to 65 as well.  Most of my hours played are in 1.5-1.9 and then 4.3-4.5.

This is going to be a long series of articles and sometimes I will discuss very specific aspects of Aion.  The first article should be up on May 29th.

List of all articles to date:

Character Creation [May 29th, 2017]

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