![]() ![]() World of Warcraft doesn’t have so many bots because quests gave a giant incentive to not just grind out mobs and dungeons offered enough complexity that a bot simply could not do it. what’s really left to do that a bot can’t do? The problem is once the bot is done getting your level cap or getting your tones of gold…. It was very easy to get an Aion bot and because of that almost half the gaming population that remained ended up getting one to the end of leveling or gaining dinah. People used bots for leveling, grinding gold, ganking people, PvPing, and gathering professions. What this ended up doing was making Aion bots insanely popular, available and effective. Despite having the ability to fly you need to be shipped off to other places via a teleport. Everything in the game costs dinah… and lots of it. Aion was very heavy on the need for currency and the ability to generate it. If you are in a game where you will be constantly grinding all the time then an economic incentive (or enforcement I should say) for doing so needs to be implemented. In a Korean market grinding out a currency makes sense. The challenge of that dies out so what you end up with is a lot of idling. ![]() I do have friends that have level capped at what they told me was because so few other people level capped and since they took months to level cap all they could do (content wise) was run around low level areas ganking people. It’s such an insanely brutal amount that once you reach the XP plateau point (Level 20) you just feel like it’s going to be too much. If the last level of World of Warcraft is 2M XP and you are getting 10,000 XP per mob kill… imagine Aion being 20M and gaining 2,000 XP per mob kill. However if you play a weaker more imbalanced class you’ll just end up getting camped.īasically the grind came down to numbers… and you not having them. If you are on a server that is balanced you have PvP as an option. You are taking drinks every single mob and pushing your way up. At around level 20 you 100% run out of quests and are running around kiting mobs around in hopes that they don’t kill you. I remember hitting Level 20 and saying “fuck this game” (mind my French). A better comparison might be Ragnorak Online to Aion.Īion’s grind was particularly brutal. When you compare World of Warcraft to Aion with that WoW framework Aion is going to lose 100% of the time. A person is expected to do their dungeon content over and over, or PvP, or in the extreme cases… run around killing mobs.Ĭompare that to say, World of Warcraft model, where the game is expected to give a smooth leveling path entirely from quests from start to finish. In Korea leveling is done via hard grinding. It’s sort of odd that all games regardless of their type (even first person shooters, trading games, and RTS MMOs) will get compared to WoW. Leveling Model Was Korean, not AmericanĪny MMO that is released in North America is always going to be compared with World of Warcraft. ![]() However after the first month their subscribers dropped below 200,000 and steadily lower than that over time.ġ. ![]() This made it a massive commercial success. I should note that Aion had 400,000 pre-orders and an additional 300,000 sales after the first week. It was first launched in China and then a month later in North America. Because of Aion’s popularity over World of Warcraft in Korea it was felt it could be a potential WoW killer if expanded beyond Korea’s borders. In Korea gaming popularity went: Starcraft, Aion, then World of Warcraft. Well next in my series on why MMOs fail is why Aion failed. ![]()
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