Aion dev Yongchan Jee spilled the beans on the game's origins as part of a GDC Europe Q and A session. Gamasutra were on hand to find out what exactly makes the game stand out in Korea. This included addressing a gap in the market for 'AAA' titles after the release of Lineage II and World of Warcraft, as well as focusing on a faction warfare angle which sees the two player-controlled races of the Elyos and the Asmodians fighting against each other and the terrifying Balaur. Jee also discussed how the game was rebooted in 2006 and while this did affect the moral of the developers, it ultimately allowed them to start from scratch and create a truly memorable game.

Lee also focused on the character customisation, discussing the concepts of beautiful and ugly characters in MMOs like World of Warcraft, where Korean players often favour the Alliance over the Horde. He also explained why the devs chose to create Aion as a zone-based MMO over a seamless world. Aion fans should definitely check out Gamasutra's write up for even more hints at Aion's gestation and conception.

This article was originally published on Massively.