Browsing all articles in Game Mechanics.
Your First Stigma
This weekend I experienced the joy of finally hitting level 20 on my Sorcerer, and with it came a semi-long quest to get my first Stigma. Without giving anything major away, I’m going to go into some detail about what Stigmas are, how you use them, and maybe a little bit about the quest to [...]
The Cube – Expanding your Inventory in Aion!
Getting the most out of your time wandering the world of Aion also means bringing back as much as possible. Most players are surprised to discover that you can actually expand your inventory from the initial 27 spaces all the way to a full 90 spaces. If only doing it were that easy.
You start the [...]
Rich facial customization is key to Aion’s appeal
In a game like World of Warcraft, the typical pattern is the same: you create a character, customize the race, class, physical attributes, basic gear and then it’s off to hours of grinding mobs in lowbie zones until you can get upgraded gear that affects not just how your avatar performs, but also how it [...]
Combat System Evolution, from Click and Wait to Dynamic Interaction (Part 2 of 2)
Aion brings two interesting controls into its Combat System. The first is the Combo System, which is explained by AionInsider staff, Warp in “Mechanics: Combo System”. The other is a ‘Movement’ based system that is very unique to Aion.
Mechanics: Customizing equipment skins
It will only be moments before you meet up with your fellow legion and embark through a dangerous dungeon. On your way there, bandits are making their every attempt in stopping you from reaching your destination. You fend them off easily as if it’s a daily ritual. But something is out of the ordinary this [...]
Mechanics: Combo System
Combo system, I know what you are thinking. I must however burst your bubble and say you will not be memorizing combos like UP, DOWN, LEFT, LEFT, P, K; so feel free to put the Street Fighter controller away. What you get instead is one of the most impressive – and well implemented – combat [...]
Combat System Evolution, from Click and Wait to Dynamic Interaction (Part 1 of 2)
If there is one thing that has remained timeless in MMORPGs, it would be the requirement of vanquishing monsters in order to make progression. Even the earliest browser text based MMORPG that existed way before Everquest came too light, had a rudimentary combat system to achieve this goal. The only thing that has changed over [...]


