For those staying up late, here’s something fresh to read this was released just 30 minutes ago:
【G★2025】AION 2 – Interview With the Development Director and Business Director: Preserving the Essence of the Original and Aiming to Build the “Complete” AION https://gnn.gamer.com.tw/detail.php?sn=295599
At G-Star 2025, held from November 13 in Korea, NCSOFT showcased several new titles including AION 2, the official MMORPG sequel to AION: The Tower of Eternity. Bahamut GNN visited the venue to try the game and interviewed AION 2’s Development Director Kim Nam-Joon and Business Director Seo In-Seop.
Q: From AION to AION 2 What classic elements have been preserved, and what has evolved?
A: AION 2 preserves the very core of the original the conflict between Elyos and Asmodians, and all eight original classes.
But since it has been 17 years since the original launched, some of the old elements no longer fit current trends or technology. Many of the limitations back then were due to hardware and engine constraints, so we upgraded and optimized everything extensively. We are confident that AION 2 isn’t just a continuation, but an evolution the “complete version” of AION.
Reusing the exact original world would create lore inconsistencies, so we set the story 200 years later and rebuilt the world. We did, however, preserve core gameplay pillars like combat, progression, and lifestyle systems. Still, once you look deeper, you’ll notice that many details have been greatly adjusted.
Q: AION 2 was first announced for PC, and only later for mobile. How was the decision made to support mobile devices?
A: Supporting mobile wasn’t about grinding 24/7 or monetization concerns. The real reason is that we want more people to be able to play AION 2. Not everyone has a powerful PC, so we created a mobile version so more players can join easily. Ultimately, AION 2 will be a true cross-platform game for both PC and mobile.
You can play all the same content on mobile, but deeper gameplay naturally feels better on PC due to physical limitations. We expect players to do core activities like dungeons and battlegrounds on PC, and use mobile more for casual systems like mini-games or crafting.
Q: Because the UI and controls differ a lot between PC and mobile, were there any development challenges?
A: Honestly, everything was difficult. PC and mobile are fundamentally different platforms. The difference between mouse control and touchscreen input alone creates unavoidable gaps, so we constantly experimented to optimize both for a comfortable experience.
Another huge challenge was deciding how much of the original we should preserve and how much we should reinvent. Out of everything, the combat system required the most thought. Simply copying the original combat wouldn’t meet modern expectations. We wanted younger players to enjoy it too, so we worked extremely hard to create a modern combat system that still feels like AION.
Q: Many Taiwanese players care about monetization. Besides membership and battle passes, what other paid elements will AION 2 have?
A: We are planning membership options and battle passes that improve convenience. We’ll also offer paid cosmetic items so players can customize their appearance but cosmetics will never affect stats.
Our philosophy is that all purchases should be optional, not mandatory. We do not want payment to affect the gameplay experience.
Even if you never spend money, you can reach the endgame alone. But at that point the game will feel like a single-player title. Trading and certain social interactions are part of paid features, so players who want a full MMO social experience can choose to subscribe.
In internal tests, many team members reached the endgame repeatedly without spending anything.