Clubmaster  (E-Mail nur eingeloggt Sichtbar) am 07.07.2009 15:42 Uhr
Thema: It's MMO-Time again: Aion: The Tower of Eternity
Die letzte Zeit war ich nicht mehr oft mit Konsolen online, weil's mich wieder gepackt hat, ein paar Wochen Wrath fo the Lich King und nun Lv. 80, wieder in der Mühle, Gilde, heroics farmen, naxx raiden and whatnot. Nach den ganzen echt üblen "Konkurrenzprodukten" im letzten Jahr hatte ich mich schon damit abgefunden, dass man wohl bei WoW bleiben muss, wenn man irgendwie Quzalität will. Alle anderen "WoW"-Killer in den letzten Jahren sind gekommen und viele sind auch wieder gegangen. Ich habe jede Beta mitgemacht und war dann letzlich - come retail - von allen enttäuscht. Age of Conan, Hellgate: London, Tabula Rasa, Warhammer: Online: Alles war letztlich halbgarer Crap und ich habe hier nur die wichtigsten und größten genannt, getestet habe ich noch viel mehr.

Dieses Wochenende war Aion dran und ich habe das übliche erwartet: Asiagrinder with Wings...meh. Dachte ich würde das ne Stunde aushalten und dann wieder deinstallieren wie inzwischen üblich, aber ich war dann unheimlich gepackt. Ich werde das Ding nicht über den Klee hypen, in der Retailversion haben sich bei anderen Spielen zu viele "early beta"-Probleme als bleibend erwiesen, deswegen bin ich inzwischen eher vorsichtig, aber meine Güte war das ein Spaß. Habe unter den Bildern eine sehr gute Zusammenfassung der Eindrücke mal gepostet, die sind nicht von mir sondern aus dem Beta-Forum, ich kann das aber nur voll unterschreiben.

Die offizielle Seite bietet ein paar sehr schöne und informative Videos zum streamen. Ich empfehle vor allem "Korean Open Beta Teaser Video", "The Power of Creation", das die fantastische Charaktererstellung zeigt und die Klassenvideos.

[http://eu.aiononline.com/en/movies]

Anbei ein paar Bilder von mir aus der Beta, alles läuft auf meiner alten Gurke auf max mit bis zu 100 fps, und selbst wenn wirklich richtig die Massen-PvP Luzi abgeht oder in Städten nie unter 30 fps, was ich sehr beachtlich finde für den Detailgrad.











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Bericht aus dem Beta-Forum (good read):

I spent 13 years working in the Games Industry - most of my working life. I spent time as a Writer, Producer, Tester and Researcher but the majority of my time was Level or Game Design. I thought people might be interested in my opinions on the Backstory, Game Design and Engine of Aion.

First the Caveats. I am NOT affiliated with NCSoft or the Aion Team. I've never worked specifically on an MMORPG. I've played Aion only up to level 16. Just so you all know.

1. Beta Condition.
First of all, this is obviously REALLY stable for a Beta version of a game. Too stable, in fact - it's obviously NOT a true Beta. We're testing V1.0 of a game that has been out in Asia for quite awhile - what IS Beta is the localisation job. Localisation is the process of translating something out of it's original language and into a foreign tongue. Aion DOES have the hallmarks of a Beta product - missing resources and placeholder text - but it is FAR more stable in terms of the engine than any Beta has a right to be. So, whilst the Aion Team deserve props, too much shouldn't be read into the fact that it doesn't crash as much as even some released games.

Secondly, the structure of this Beta series is the most amazingly sensible thing I've heard of. They are conducting Beta 'sprints' focused on different aspects of the game, then taking time between 'sprints' to actually implement lessons learned. People need to remember that running and participating in a Beta program actually snarfs up a LOT of resources. The network team will be constantly nursemaiding the server code and stats. The design team will be scouring the boards for quest and gameplay reactions. Structuring the Beta program like this makes the players part of the process, not a burden and overhead on the last phase of development. It's crazy smart. If I find myself on a Team heading into Beta in the future, I'll steal this system wholesale - the biggest compliment that can be given!  

Pro: Stable Testing
Pro: Representative of Final gameplay
Pro: Time between sprints to implement lessons learned

Con: Less reactive to player opinion

2. Engine Quality.
The Character models in Aion are streets ahead of anything that I've seen anyone else doing in an actually released game, it's safe to say that the bar has been raised here. Character design is very flexible, and I haven't bumped into a twin of any of my three characters in the game. This is quite an achievement! Equipment variety is not the highest I've seen, but given the extra detail in each art asset, I can forgive that on a costs basis. This is an area that can be incrementally improved at little cost.

Texturing is variable in quality, varying from the sublime to the ridiculous. When the game engine performs so well, most people crank up the resolution - and some of Aion's textures do not withstand scrutiny here. The skybox and terrain mapping are the most obvious offenders, but 'fuzzy' textures crop up in the weirdest places.

Art direction is outstanding in Aion - the design of the terrain, the cities and the costumes mesh into a seamless whole. Moreover everything reinforces the factional differences. Sanctum is airy and breathtaking in its beauty, with ease of use a distant second priority. Pandemonium is grim and austere, but laid out conveniently in a workmanlike manner. Elyos lands are bright and verdant. Asmodean lands are darker and edgier, but never glum and gloomy.

Effects are flashy and showy and very Eastern in their overall look and feel.

Net handling seems to be generally good with a bit of lag in high population fights, but those complaining need to think back to the horror of old Ironforge in WoW.

Pro: Brash, Bold and Beautiful.
Pro: Stable and fluid networking experience.
Pro: Fully integrated and seamless Art Direction

Neutral: Could use a little more equipment variation, but is fine for the first year of release.

Con: Variable quality texture work.

3. Game Backstory Quality.
Aion is starting at a disadvantage here, because it is an original work and not derivative from an existing franchise. Most MMORPGs have a huge backstory to draw upon, especially Lord of the Rings, Warhammer, Conan and Warcraft. Backstory takes time to accumulate, it's like the patina on silver. No matter how many good writers you throw at developing and expanding a backstory, people need time to absorb it. They need to read books, watch films and experience games based on it.

The good news is that most other MMORPGs fail dismally to communicate the rich backgrounds they're built on. The bad news is that even if this background isn't communicated to the player, it still sets up a continuum that provides sensible direction to the whole game world and experience. Anytime a gameplay or art direction question is based upon a body of consistent lore instead of a lunchtime meeting, it improves the consistency of the game experience.

Aion DOES have quite a complex backstory. The reason for the two halves of the world and the seething hatred between Elyos and Asmodean is well explained - their emnity intractable, even in the face of Balaur. I know this because I researched it on the Aion website - not because it was explained to me in the game.

Pro: Detailed backstory feeds quest stories and universe.
Pro: Huge areas of the history remain to be explored.

Con: Detailed backstory remains in the background.

4. Game Design Conclusion.
The premier game mechanic is probably Flight. It thrills you. It frustrates you. It kills you far more than the AI creatures you fight. Probably the most reviled mechanic in Flight is the despised Flight Time gauge - it recovers so slowly, it expires so quickly.

I love Flight in Aion. Just as it is now.

Those of you who complain that, for a game supposedly based on Flight, you don't actually get to DO much of it are missing the point. Powered Flight is the ability to move without effort or skill anywhere in the game world - that's a bit dull, actually. Gliding requires skill, timing and practice - mastering Gliding so that you only use powered flight reluctantly is the Tao of Flight.

Combat is well designed, with skill chains adding to the tactical variation. People have claimed that they find it more tactical than WoW's adherence to the 'Holy Rotation' - but I've developed a rotation for my both my Gladiator and Spiritmaster, so some of that might be rosetinted goggles. I find combat interesting and enjoyable, personally - but I wouldn't say I was awash in tactical choices once I engaged.

Questing seems to be the meat and potatoes of levelling. There's howls of controversy over the PRECISE PERCENTAGE of XP per level that I refuse to enter into here because it's always so hyperbolic. Personally speaking I find a balanced diet is the best way to go - and I don't actually WANT to level cap in the first week of play so I can 'pwn nubs' all day. Aion's designers seem to agree with me, thus far.

Quests are, for the most part, familiar to the seasoned adventurer. Fetch Quests, Kill Quests, Collect Quests, Escort Quests and Travel Quests are all present and correct. Nothing too spectacular or ground breaking, in fact - but nothing that stands out as WRONG either.

Crafting is something you either Love, Hate or Endure. Those who Hate crafting can skip this bit of my feedback. If you want the minimum involvement to crank out uber gear, then you're in for an unpleasant surprise - you will need to sink time and money into improving your skills. You will also need to go out into the game world to farm either money to buy rarer materials, or grind for the materials themselves. It will take time and effort.

If, like me, you LOVE crafting then I have some great news for you. Firstly you can dabble in ANY craft that takes your fancy. Secondly, you will NOT be reliant on other crafters for your materials - you can get everything yourself. Thirdly, you will actually produce usable equipment for your level without needing preposterous amounts of cash to grind your skill, or a highbie to grind mats for you.

Pros: Combat is fun.
Pros: Questing is fun and provides most of the XP per level.
Pros: Crafting is detailed and USEFUL.

Con: Combat is a little repetitive.
Con: Questing is nothing new if you're an MMORPG grognard.
Con: Crafting requires grinding for mats or lots of cash.

5. Personal Conclusion.
I cancelled my WoW subscription. I cancelled my Eve subscription. I cancelled my LOTR subscription. I was almost out of the mad and bad world of MMORPGs until Aion sucked me back in. I have preordered the Collectors Edition and I'll be sat with my finger on the 'Choose Server' button come the 48 hour headstart like most of you will.

***Diese Nachricht wurde von Clubmaster am 07.07.2009 15:45 bearbeitet.***
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