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Alright everyone, now that GamesCom is winding to a close, it's time we compiled the Aion information we came away with.

The NC booth was a very popular attraction this year (both live and virtually as they featured an internet feed!).

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Some great info about Aion's future was disclosed as well. There have been a few interviews with Aion's Lead Designer Yongchan Jee as well as insight from NA Producer Brian Knox.

Video Interview with Yongchan Jee

[ame="http://www.youtube.com/watch?v=-BLjJdfJ_yQ"]YouTube - Aion Interview: Lead Designer Yongchan Jee[/ame]



Gamona Interview with Yongchan Jee:

[ame="http://www.youtube.com/watch?v=DWsmRC7snaY"]YouTube - Gamona: Yongchan Jee in Video Interview[/ame]



And of course a nice run-through featuring some of the new 1.5 content!

[ame="http://www.youtube.com/watch?v=X6GMObX7H90"]YouTube - Aion - Gamescom 2009 Part 1/2[/ame]

[ame="http://www.youtube.com/watch?v=kzPt3fTe_SE"]YouTube - Aion - Gamescom 2009 Part 2/2[/ame]


EDIT: The audio isnt the best but here's a 4-part interview with Brian Knox and Yongchan Jee from MMORPGITALIA

[ame="http://www.youtube.com/watch?v=UkjkpVj8UBU"]YouTube - Gamescom - Exclusive Interview with Aion Lead Desginer 1/4[/ame]

[ame="http://www.youtube.com/watch?v=oCv8hNH_Y8k"]YouTube - Gamescom - Exclusive Interview with Aion Lead Designer 2/4[/ame]

[ame="http://www.youtube.com/watch?v=EoDCM_w3NIg"]YouTube - Gamescom - Exclusive Interview with Aion Lead Designer 3/4[/ame]

[ame="http://www.youtube.com/watch?v=K-I5KV0icdI"]YouTube - Gamescom - Exclusive Interview with Aion Lead Designer 4/4[/ame]



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Also stay tuned for the results from this thread. We had a HUGE amount of questions and we're sorting through them to send to Yongchan Jee. We'll be posting his responses as soon as we can!

EDIT: Some forum posters have been speculating that open beta will begin on September 4th. We haven't received the official announcement yet though, so take what you hear with a grain of salt. :)


If you have anything that was missed in this recap, post the link below and I will add to the original post.







Posted in: News
Promoted from GamesCom 2009 Recap
I'm not really 100% sure what the story behind this one is but it looks like someone got their FanFic approved by NC West to be posted around, so here it is!


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Tales of Aion is a five-part fictional story written by Michael Lafferty and approved by NCsoft and the Aion development team. It traces the stories of two characters, one Elyos and one Asmodian as they move through the world and into the battlefield where the races collide - otherwise known as the Abyss. It is a personal journey for each - Esala'ayni, the Elyos ranger, and Korasai, the Asmodian spiritmaster - from their re-awakening in the world to their acceptance of who they are and what their place is in the torn land.


The first story centers on Esala'ayni as she begins to realize what and who she truly is, with each step in the land of Poeta revealing more and more about her nature and her place in the Elyos society.


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The Despair of Innocence


She stood very still, the sun warming her upturned face, the smells of the forest strong in the air about her. Even with her eyes closed, she could still see the fingers of sunlight reaching down through the trees - soft golden shafts of light that seemed to take the hurry from the world, bathing it in sun-blessed beauty, while bringing a vibrancy to the forest's colors.


She was Esala'ayni, daughter of the clouds, a Daeva of the Elyos, a warrior born to battle. There was no escaping that now, not even here, not even while the mental wall between the innocence of rebirth into the land of Poeta and awareness of her past slowly crumbled. Even now, in this perfectly still moment, the forest about her - the woodland home of Lord Daminu, eldest among the Elim, the tree folk - echoed the worries of the world, of Elysea. The creeping taint that was blocked from her mind when she first awoke here was now evident, and the turn of recent events made her only too aware of the role she was being called to play. But if she tried really hard, shunned those thoughts from her mind, just for a moment, she was like a child again, seeing the world for the first time.


But those illusions had been shattered in her first meeting with Lord Daminu, when the ancient tree had sensed something more within her than the mercenary she appeared to be. It had asked her to touch its bark and in the flash of that moment memories had been pulled from her clouded mind, memories that spoke of a darker time, and a winged warrior confident upon the fields of battle. It was a first taste, one that left her uncertain if she truly wanted to know more. There was a type of comfort in not knowing; there was also despair for what, and who, was left behind.


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Here in Poeta, she was a mercenary, running errands for local farmers, scrapping for a living like the rest. Still - there was something more, she was something more, and even the brief glimpse that Lord Daminu had given her - though it had both frightened and thrilled her - called to her from the edges of her darkened memories. The frightening part was the blind obedience she felt within herself, although the war raging about her, on the broken sky-mounted plains of the Abyss, was thrilling to behold.


It took effort to shut out that brief glimpse into her past, so vivid in her mind with the sounds of a battle remembered ringing about her as strong, white wings guided her through the turmoil. She stilled her mind, content to return to the non-memories for perhaps her final time, to be still and simply to listen to the forest.


She heard the song that the breeze carried along, trickling through the leaves on the trees, tangling deep into her light blond hair, and, again, stirring at her buried memories. There was sadness within the melody, an emotion she could feel deep within her. She knew the world was shattered, a lesser creation than it once was, but still there was profound beauty in Elysea, beauty that existed far from the chaos above.



And yet -


Her crystal blue eyes looked across the forest, seeing not only the present but turning to the events of days past. Creatures once gentle were running wild, attacking without cause. Farms were overrun and even the elders of the forest moaned with pain in their deep slumber as long-time enemies advance and assaulted the woods. The taint was everywhere, even to eyes innocent only hours before, but eyes growing deeper in knowledge.
She closed her eyes and listened to the song of the breeze -


So soft the wind whispers the world's deep pain
Caressing like the mist of a summer rain
Despair and hope entwined in this simple refrain
With innocence lost, the warrior will rise again



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She knew the word that was her essence - Daeva - and even as she let it off her lips in a sigh, she felt the twitch of shoulder muscles. She remembered her wings; they were not an aesthetic harness, but every bit a part of her as her arms - wide, feathered, white, powerful. Her shoulders twitched again, as though willing the wings to appear, to push her from the confines of the world and into the sky above.


While that would not happen, the feeling invoked something else - a dream-like memory flooded over her waking mind. Another place in the abyss, not the ruins of Karamatis, but another battlefield entered her mind. The battle was fully engaged, red sunlight glinting off armor, the acrid smell of magic filling the air, the screams of the triumphant and the dying intermingled.


The Asmodians were pressing hard, the sky darkened by the mass of their black wings. Esala'ayni stood there, watching the valiant Elyos force push back in both the air and on the ground when a new wave of Asmodians landed in a flanking maneuver and came at the legion - led by a huge, muscled Asmodian Archon. His one-handed sword swept aside one member of the legion and he viciously set upon another. The Elyos' sword came up in defense, only to be hammered away. The Asmodian was pummeling the Elyos to the ground, the defenses of the latter getting weaker with each pounding blow.


Esala'ayni knew what would follow. She had seen it before. The Asmodian's shield was strapped to its left forearm, leaving the left hand free to grip the hilt of the sword to add two-handed power to a final devastating downward blow.


Her bow came up, string taut as the arrow begged for release. She held her breath. The arms were still moving upward when the arrow hissed away from her bow. Just as both of the Archon's arms reached their apex above his head, the arrow found its berth, burying itself deep into the left armpit. He staggered back, howling in pain, black-feathered wings flapping hard to retain balance. The red, glowing eyes of the Asmodian looked in her direction; the Archon emitted another roar and charged. She could have fitted another arrow and fired again, but she wanted to see the look on his face up close as she finished him. The bow was quickly tucked away and her matched swords - gifts from a brigadier general of the legions - were pulled from their crossed resting places across her back. The rasp of steel was loud, the swords clamoring for the taste of Asmodian blood. In her left hand was the blue-tinged sword Saffire, her right held the reddish Shyrrasol. A smiled curled her lips while her eyes flared with anticipation. She met the charge of the Asmodian with one of her own.


The Asmodian's blade cut towards her, aided by the momentum of his charge. Esala'ayni was ready for that and countered with both blades, turning her body slightly to the left to meet the attack. The clash of steel on steel cut across the battlefield like thunder. Shyrrasol took the momentum from the Asmodian blade and then swung backward, slicing into the chest armor of the Archon. Saffire followed, lower, across the belly even as Esala'ayni spun to her right. The dance of her blades had begun.


She stopped with her back to the Asmodian, then lunged backward, tips of blades leading, driving them into the chest of the enemy. Saffire and Shyrrasol were yanked free as Esala'ayni spun back to the left. Her head twisted so her eyes could mark the course for each blade for her finishing attacks. Saffire bit down first, sheering muscles in the sword arm of the Asmodian. Shyrrasol found the throat.


The Asmodian stepped back, stood but a second longer, eyes wide, almost disbelieving, then they glazed over and the Asmodian warrior toppled to the ground.


She heard her voice raise up, screaming primal in victory. The sound was intended for her fellow Elyos, to spur them on, to -


The memory went black, leaving Esala'ayni blinking in the sunlight forest.


It was who she was, she knew that. It was the path of her life, her devotion to the Seraphim Lords, her duty to Aion. To deny it would be a lie. This forest, this gentle and wonderful place, was not meant for her. Her duty was elsewhere, and it was time to return to it.



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***
These five stories are based on the intellectual property that is Aion. While this story uses that world as a backdrop, it is not meant to reflect either gameplay or storylines within the massively multiplayer online world. Some of the images used within this five-part story have been taken from the game and modified to suit the illustrative purposes of this story. This story is intended for entertainment purposes only.
Posted in: News
NCsoft Press Release:

In anticipation of the launch of this year's biggest massively multiplayer online (MMO) release, Aion, NCsoft announced an exclusive cross promotion today giving players the ability to call upon the Aion wings emote within the Guild Wars family of games.

Designed as an added value and a way to say thanks to our biggest fans of the Guild Wars and Aion franchises, players that purchase an Aion Collector's Edition or a first run Aion Steelbook Edition will be rewarded with a Guild Wars emote that displays the wings that have become synonymous with Aion.

While the Aion wings emote will stay active in a players account forever, the promotion has a limited run. In order to guarantee a Guild Wars Aion wings emote code, players are encouraged to pre-order Aion at several participating retailers, including GameStop, Amazon, Best Buy, Fry's Electronics and EB Games.

For more information on the Guild Wars Aion Wings promotion, please visit www.guildwars.com/aion/


[ame="http://www.youtube.com/watch?v=98ZMcY_dGLw"]YouTube - Guild Wars gets the Aion treatment with a new Wings Emote![/ame]



Wings for Guild Wars® characters? Yes! You may not be able to fly, but you'll look awesome on the ground with these flashy wings from NCsoft's upcoming MMORPG Aion. For a limited time, when you purchase either the Aion SteelBook edition or the Aion Limited Collector's Edition, you will receive an exclusive emote that allows you to summon a pair of Aion wings for your Guild Wars character!

Read on for more details.

Frequently Asked Questions

Q: What is Aion?

A: Aion is a visually stunning massively multiplayer online role-playing game, MMORPG, where you explore an epic celestial world as tension mounts between twin races of winged beings.

Wielding devastating powers and the capability of genuine flight, you must restore balance to a beautiful world shattered by cataclysm. Customize your online experience like never before in preparation for story-driven quests and innovative combat on land and in the air.

For more detailed information about Aion check out Home | Aion Fantasy MMORPG


Q: How do I get the Aion wings emote on my Guild Wars account? Is there any other way to get the Aion wings?


A: Players who purchase an Aion Limited Collector's Edition or a first run SteelBook Edition at retail will be rewarded with an Aion wings emote code. This is the only way to receive the Aion wings emote for Guild Wars, as the emote is not available via digital download. Click here for a list of locations that carry Aion.


Q: Does every copy of Aion include a serial code for this exclusive emote? How do I know if I bought the right version?

A: The emote is limited to only the SteelBook and Limited Collector's Edition versions of Aion sold at retail in North America and Europe. Both retail versions will include a serial code for this limited edition Guild Wars emote. Check the list of locations and make sure that you purchase either a SteelBook or Collector's Edition version of Aion.


Q: I purchased Aion and have my serial code. Does it cost anything to redeem my Guild Wars emote?

A: This exclusive emote is absolutely free with your purchase of Aion.


Q: When will the Aion wings emote become available?

A: The Aion wings emote for Guild Wars will be available on Tuesday, September 22, the day of Aion's North American retail launch.


Q: Can you describe the emote?

A: The Aion wings emote is just that, an emote featuring the magnificent wings that have become synonymous with Aion. The wings will have animated movement but no functional gameplay enhancements.


Q: How long will the wings emote last in Guild Wars?

A: There is no end date; the Aion wings emote will remain active in your account for the life of the game.


Q: What is the Guild Wars game command to activate my new emote?

A: Type "/Aion" to summon your Aion wings!


Q: Does my Guild Wars account have to be linked to a NCsoft? Master Account to redeem my serial code?

A: No, redeeming this serial code is done directly through the Guild Wars game. Players must use the "Create an Account or Add Access Key" link located on the login screen of the Guild Wars game in order to redeem their serial code. Follow the easy step-by-step instructions to redeem your serial code.


Q: Does this emote expire or have a limited number of uses?

A: Once the serial code has been applied you may use the Aion wings emote as many times as you would like. Both the serial code and emote have no expiration date.


Q: How many times can I use my serial code?

A: Each serial code can only be used once, so make sure to redeem it on your account or give it to a close friend, family member, or guild mate.


Q: May I give/gift my serial code to someone else?

A: If you haven't used your serial code and don't plan on using it, we're sure one of your close friends or guild mates would be very excited to have a new exclusive Guild Wars emote.


Q: Will this emote work on all of my characters in Guild Wars?

A: This emote will work on any character that exists now or in the future on the Guild Wars account that you entered when applying your serial code.


Q: Is there a different wing style for every profession?

A: No, there is only one version of the Aion wings emote.


Q: Will we get a Guild Wars item/emote in Aion?

A: No, this is a specific promotion showcasing the Aion wings for Guild Wars players.


Q: Will Guild Wars or Guild Wars 2TM feature flight capabilities?

A: No, flight is not a featured character capability in Guild Wars or Guild Wars 2.


Q: Will the Aion wing emote transfer to Guild Wars 2?

A: No, this promotion is exclusive to Guild Wars.


Q: I made a mistake and chose the wrong Guild Wars account to apply my serial code to. Is there anything I can do to switch it?

A: Once your serial code has been applied it is permanent. Remember to double check that the Account Name you typed in is the account that you would like to have your new emote applied to.


Q: I've followed the above instructions and I still can't get my serial code to work, can someone help me?

A: Please visit our Guild Wars Support Center at GuildWars.com: Support:, where you can view a list of frequently asked questions or submit your question using the Ask a Question option.



Posted in: News
Here's a nice little write-up from one of NCsoft's Aion content writers as found on mmorpg.com

It's a very cool read, imo so check it out if you're interested!

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From www.mmorpg.com

When I started working on Aion, we were staring at about two-million words- and a looming deadline. The two-million words were coherently translated into English, but they still needed significant help if they were to resonate with a Western audience. From the very first story meeting- heck, from the car ride to the very first meeting- we realized that we were doing something that hadn't been done before. We were taking a full-fledged MMO, stripping it down to its narrative essence, then rebuilding it so that Aion's story showed as much polish as its art and gameplay.

As I write this, those two-million words are done- "done" being a euphemism for "mostly done but still subject to tweaks, bug fixes, and all the last-minute changes you expect right up to launch." Here are some things that what we jokingly called the "Aion Westernization Army" learned along the way.


The Player Characters Have the Privileged Viewpoint

When you think about the story of a fantasy world, it's easy to get caught up in the big-picture stuff: the world-creation story, the rivalries and alliances among the gods, and the sorts of stories you'd find in your world's equivalent to Bullfinch's Mythology. But the player who made that 1st-level warrior doesn't care how Aion came into being. How could the player care, when we haven't had the chance to provide any context other than a short prologue video?

At times, I felt like tattooing "You care about what the player cares about, stupid" onto the insides of my eyelids. One of the first things we did was figure out when the players would be likely to care about a particular aspect of the game, then time the "reveals" in our narrative so they matched that timing.

For example, an Aion character can visit the Abyss, the game's central PvPvE zone, starting at level 25. And the Abyss War is central to the narrative- it's the all-consuming focus of both Asmodian and Elyos societies. We timed the narrative so that players learn only scant details about the Abyss at first- it's a mysterious place where many of the faction's best soldiers are, and that's why the "home front" needs your help. As your character approaches level 25, though, we provide the context that brings all those scant details into focus. When you go to the Abyss for the first time, you have a sense of the gravity of the moment.


Show the Wreckage Left in the Story's Wake

The blessing and curse of storytelling in an MMO is that unless a game rigidly forces you to follow a particular narrative line (and Aion doesn't), we writers have to tell our stories without knowing what order you'll undertake all those quests and meet those Non-Player Characters (NPCs)- if indeed you interact with them at all. We can't mandate the order, and we can't make you pay attention.

But that's the trap: We writers don't really have "our" stories. The players are the motivating force for the storytelling- the story is theirs. In Aion, we get across the overall narrative obliquely. A war-weary general may make an offhand comment about the ruins of Roah, and a historian might talk about the city of Roah as it was long ago, but it's up to the players to put those pieces together. NPCs who say, "Let me tell you a story"- are my worst enemy. Instead, Aion has a lot of NPCs who show you what the narrative left behind on its way to the players. But once the narrative reaches the players, it's all prologue for their experience in the game.


Respond to the "Why Don't You Do It Yourself?" Question

When we were staring at a list of more than 2,500 quests, making them as diverse as possible was crucial. And as we read through the quests, one key East/West difference stood out. Given a typical "NPC offers you a quest" situation, Western players tend to be a lot more interested in an explicit answer to the "How come you need me to do this, Mr. NPC?" question.

In the last few months, I've seen our writers come up with more answers to that fundamental question than I'd thought possible. Any MMO player can come up with an approximation of our list- the Player Character (PC) is more powerful- it's a test- the NPC has other duties- you get the idea. The presence of the answer matters more than the exact nature of the answer. Put another way, the quest writer doesn't get to blow off that question.


Even "Extraneous" Language Tells a Story

In Aion, new players are thrust into a society at war- a society where the wolves are at the proverbial doorstep. And Player Characters are expected to jump in and contribute right away. I've always been fond of in media res storytelling (where the narrative begins in the middle of the story), but that meant that our new Elyos and Asmodian PCs have to learn about life in Elysea and Asmodae while they're busy fighting, traveling, and doing all the core gameplay stuff.

Player attention is a precious currency, so we resolved early on to make every word you read count. If you play an Asmodian character, you don't click the "Accept" button or "OK" button when you're talking to Morheim's brigade general. Depending on the situation, that button says something like "Blood for blood!" or "The task is mine."

"Blood for blood!" is the Asmodian version of a military hoo-ah; it can mean almost anything in context. But its overt meaning reinforces two core Asmodian principles: an eye-for-an-eye attitude toward perceived wrongs, and the notion that all Asmodians are one big clan- all of the same blood. And "the task is mine" reinforces how seriously Asmodians take their duties. They don't just undertake a task- they own it.

It's just a little thing, sure, but those buttons subtly reinforce the Asmodian mindset. And it sure beats "OK."


Write Through the Game Elements, Not Around Them

One of the things that drives me crazy about MMOs is that despite the fact that they take place in made-up worlds, the narrative tries to pretend that some of the game elements don't exist. Character death is a good example. Many MMOs are inhabited by NPCs who somehow don't notice that the Player Characters die, but then a couple minutes later, those same PCs are just fine.

One of the delights of Aion lore is that it cops to the game elements by making them central to the fictional world. Aion PCs can't die under ordinary circumstances because they're Daevas. When they take enough damage to be "killed," they're yanked back to the Obelisk that their soul was bound to in the first place. And everyone in the world knows that Obelisks work that way. In fact, that's a key answer to the "Why don't you do it yourself?" question we talked about above. The NPC answers, "Because I might die, but you're immortal."

Rather than asking the narrative to ignore frequent PC death/resurrection, Aion asks the narrative to highlight it. And when I'm running around Theobomos and my Templar gets killed, that makes all the difference in the world. My "death" isn't an interruption of my personal narrative. It's a continuation of that narrative.


Where the Story Goes From Here

We'll be applying the five lessons- and probably fifty other lessons my colleagues will remind me about- with each Aion expansion released worldwide. Despite the bumps along the way (some file-naming puzzles and a massive XML file we nicknamed "Cthulhu" come to mind), we know that job of reworking Aion's narrative isn't easy, but it's fundamentally repeatable.

But weirdly, it's not the story told in the next Aion expansion that I'm looking forward to. It's mid-September, when countless players start exploring Aion for themselves. Watching those stories play themselves out one level, one battle, and one quest at a time is the sweetest reward a storyteller could ask for.
Posted in: News
I know that many people on AionSource are anxiously awaiting responses to the questions we will be sending to Aion's Lead Designer, Yongchan Jee. But in the mean time, here is a Q&A from Gamescom that may answer some of the already burning questions.

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From www.Massively.com



GamesCom is in full swing with NCsoft taking full advantage of social networking, from twittering about their activities to streaming video on Facebook in order to promote their newest MMO. Aion has been the talk of the show with everything from an eye-catching booth and drool-worthy swag to live theatre (a must-see even if the acting is cringe-worthy) to an interview with the Korean development team.

Associate Producer Lani Blazier took to the stage to put the audience's questions to Aion's Lead Designer Yongchan Jee in an epic seventy minute video. This includes discussing the origins of the combat system and PvPvE, what makes Aion different from other games like WoW and Lord of the Rings Online to offering advice for would-be games designers. The interview itself is great because it's not just all about the English devs, instead we're getting to the source and a chance to listen to direct answers from one of the creators of 2009's most anticipated MMO.

Check out the full video after the jump.


Posted in: News
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