13 November 2026
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THIS WEEK

Aion 2 (2025), NC

This week, we speak to NC America director of operations Daniel Lafuente about Aion 2's spectacular launch in the US, Europe and Japan, and what it tells us about the future of the MMO and live-ops in general.

Sticking with the complexities of live-service products, Expression Games' Paul Rustchynsky tells us how he's applying the lessons he learned as the director of Sony's Driveclub to the first year of Hell Let Loose: Vietnam.

Then we have the tactics that took Tinybuild's Probably Stolen to 750,000 sales in five days in Social Commentary, and considered thoughts on AI in game development in Extra. Only one more week to GTAVI.

NEWS
The game industry stories of the week

Capcom staff collecting the Ultimate Game Of The Year Award for Resident Evil Requiem at the 44th Golden Joystick Awards in London this week

  • The 44th Golden Joystick Awards took place in London this week, with Capcom emerging the major winner. The publisher won a total of seven categories, with Resident Evil Requiem alone taking four, including Ultimate Game Of The Year and Console Game Of The Year. Crimson Desert won PC Game Of The Year, while The Witcher 4 was awarded Most Wanted Game. Get the full results on GamesRadar+.

  • GDC's Game Industry: November 2026 report has shown that job security in games is worsening: "Game workers were twice as likely to have been laid off in the past 12 months (68 per cent) rather than the year prior (32 per cent). In addition, 79 per cent said they were laid off once, as opposed to twice (17 per cent) or more (3 per cent)." More than a quarter of job-seeking recipients said they've submitted more than 100 applications for other posts. Download the full report at the link. 

  • The EU announced its proposal for the Digital Fairness Act on Wednesday. If adopted, paid loot boxes and pay-to-win mechanics would be off-limits to children, loot-box odds would have to be published, and the real-money value of items bought with virtual currency would have to be displayed, backed by fines of up to six per cent of worldwide annual turnover. Commentators have warned that the measures, which are unlikely to come into practice before 2028, could effectively spell the end of free-to-play investment in the EU (see Social Commentary).

  • Nineteen IGF jurors issued a statement on Monday saying they're refusing to vote on games touched in any way by generative AI for next year's IGF Awards, which will take place during GDC in San Francisco in March. The IGF itself has not applied a blanket ban on games created using AI, saying only that jurors are free to vote as they wish. House House's Big Walk became the main focus of the ensuing debate, as it had been a "tricky edge case" for the jurors: AI in Unity was used in the final stages of development and accounted for "well under 0.1 per cent" of the game's final code.

  • A new note from Xbox CEO Asha Sharma has given strong indications that Microsoft's game division is putting AI at the centre of future development strategy: "A small team will be able to build worlds that today demand hundreds of developers and hundreds of millions of dollars… I believe the future of gaming will look more like its beginning, when a small team with a big idea could change how the world plays." Sharma was a senior AI executive at Microsoft from 2024, before taking charge of Xbox from Phil Spencer earlier this year. Xbox announced its "reset" in June, with approximately 3,200 jobs to be lost as a result.

  • A group of former id staff has formed Hidden Horses, an employee-owned developer working on "a high-octane single-player FPS". A team of 20 people has been assembled from the aftermath of layoffs in July, including former lead VFX artist Todd Boyce, former lead AI engineer Daniel Young, and former producer Andrew Willis.

  • This week has been a heavy one for layoffs:

INTERVIEW
Insight and advice from industry leaders

"I've never been more impressed": Does Aion 2's western release represent a resurgence for the MMO genre?

Aion 2 (2025), NC

By Patrick Garratt

No, the MMO isn't dead. NC's Aion 2, having already launched in South Korea and Taiwan last November, released in the US, Europe and Japan on October 5 and passed 400,000 concurrent players on Steam and Purple, the publisher's own distribution platform, on day one. NC has said since that the global version of Aion 2 generated KRW 110.3bn (roughly $80m) in sales between September 30 and November 10, covering every market outside Korea and Taiwan. Not bad for an apparently forgotten genre.

There are some obvious questions for Daniel Lafuente, director of operations at NC America, the fledgling NC western branch partly charged with bringing the firm's Asian content to the global audience. Has the game been modified over the previously existing Korean and Taiwanese version? How did the relationship between NC eastern and western operations facilitate such success? Given the seemingly risky plan of bringing a major new Asian MMO to Europe and America has obviously worked, are we going to see more of the same? 

Is the MMO back for good?

No second chances

This isn't the first time we've spoken to Lafuente. When he pitched Cinder City to Knowledge at Gamescom this year alongside BigFire Games CEO James Bae, he showed an encyclopaedic knowledge of online games. When asked about the Aion 2 launch, he describes himself as a "big MMO fan," that NC "is an MMO company," and that he's been playing MMOs for more than 20 years. Tellingly, the aspect he immediately points to as creating the correct environment for the success of Aion 2's release in the west is technology, not content.

"We had what I would describe as a remarkably smooth launch from a technical point of view," he says. "It's one of those classic IT problems. Nobody cares about the IT guy unless something's wrong."

He's well aware of the lack of tolerance among consumers in the live-ops space, especially with an F2P title: "A lot of people will just come try to play, and if it's not there, you lost them forever." Everything was put in place at NC America, including visiting staff from NC's Korean operation and endless technical preparation, to ensure that no one would have a bad play experience on launch day. "I've never been more impressed, to be honest, with an MMO launch from that point of view," he says.

A year's head start

Heavy expertise in the live-ops space, then, enabled NC to exact a flawless technical launch of Aion 2 in the west. Players in 2026 demand online games that don't collapse under pressure. Cultural differences in the way eastern and western audiences approach MMOs, however, present a more complex issue that NC is particularly well placed to address.

"PvE is absolutely leading the way in the west," says Lafuente. "It's the number-one reason that people are involved in the game. They really love the PvE element Aion 2 has to offer, and that's something that of course we're going to keep expanding… We already knew this just from our expertise of publishing MMOs in the west previously."

While the game has been altered in light of the tendency, with PvP in the western version designed to favour skill as much as possible over gear ("We adjusted some of our gear normalisation for PvP"), the major changes have been in terms of the MMO's business model.

"The game that launched for us is not the same game that launched in Korea," Lafuente says. NC is "just continually evaluating our business model. Before launch, we made some pretty heavy changes to the business model to make it more western-friendly for our global players, and that's something that we'll continue to evaluate over time and adjust."

Changes in the consumer-facing business aspects of Aion 2 in the west have been a critical point in readying the game for launch, and NC has taken this seriously. The company has been as "upfront and honest" about what Aion 2 was, "especially as it related to the business model. As early as June or July, we were already publicly disclosing our full business model to players. We were being very direct about it. We were telling them about what changes we had planned, and we were listening if more changes were needed. And we did, in fact, make more changes after we got player feedback… For example, in our Early Access Founder's Packs, we added the subscription after the fact, because there was a lot of player feedback about how they needed to include one month of membership."

Going it alone

Creating a bulletproof technical environment and having the bravery to adapt original content geographically means NC is effectively writing the rulebook on how to bring Asian MMOs to western audiences. In addition, the setup of having the game launching a year previously to the western version allows the company a unique pipeline of content, avoiding another legacy pitfall for any MMO: "Of course, we have the benefit right now in the global version of one year's worth of backlogged content coming from the Korean version… If you look at the Korean and Taiwanese version, the pace at which they are bringing new content is just incredible. They're very, very dedicated to live-ops for this game and maintaining their players through a healthy stream of content."

Daniel Lafuente, director of operations at NC America

To date, NC America appears to have done everything right. Lafuente knows it. Objectively, there are very few Asian companies, as he notes, "that can really come to the west on their own, with their own company, and have this type of success… NC is now a global force to be reckoned with, in my opinion."

And it obviously isn't going to stop here. Aion 2 is just the first execution of a long-term strategy executives started to form with the arrival of NC America in 2023. "I do feel like we have a unique opportunity as NC to take all of the stuff that we've done to be successful in Korea and really break through in the global market. And I think Aion 2 is absolutely showing the first step into that right now."

While NC America is not restricted to MMOs, as we saw at Gamescom with MMO-shooter hybrid Cinder City, Aion 2 has proved beyond doubt that desire for the genre still exists. It's not that players don't want MMOs – they want MMOs that are suitably adapted geographically and don't explode every time there's a user spike. The demand is real: the job is supply.

"This narrative that's out there about MMOs being dead, or whatever, it's not because there's a lack of interest from players… You saw from our launch, they're craving MMOs."

He laughs at the suggestion that NC is spearheading an MMO resurgence, that it "would be a little too pretentious of me to say something like that." But he's comfortable in the success of the execution of a global plan based on a unique situation: "The biggest thing we have going for us is 30 years of lessons, of learnings, of technical infrastructure… really dedicated to MMOs."

He concludes: "More good things are to come. That's how I feel."

FEATURE
Opinions, testimonies, advice and more

Live-service in 2026: How the player feedback loop is shaping Hell Let Loose: Vietnam

Hell Let Loose: Vietnam (2026), Expression Games | Team17

What are the most important factors for launching and maintaining a live-ops game in 2026? Paul Rustchynsky, former director of Sony's Driveclub, joined Expression Games to lead Hell Let Loose: Vietnam just before its alpha. He's now plotting updates in relation to the monitoring of player sentiment, reported weekly by publisher Team17.

Read about Rustchynsky's plans to revitalise the million-selling game on Knowledge's website.

SOCIAL COMMENTARY

Highlights from industry chat channels

Probably Stolen (2026), Questing Goose Studio | Tinybuild

  • "45,000 people played Probably Stolen for more than 20 hours before they could buy it. Then it sold 750,000 copies in five days."

    • Trapster founder Pavel Beresnev notes that Tinybuild's tactics for allowing long-term pre-release player access to Questing Goose Studio's Probably Stolen, the Montreal developer's first title, can create big sales if your game's hook is strong: "My read: a player who puts 20 hours into your playtest isn't a lost sale. That's someone who already decided they love the game and is waiting for the version they get to keep. If your game has a loop people want to keep playing, I wouldn't cut the playtest short."

  • "The next generation of European free-to-play creators will never emerge, because local start-ups will become un-investable."

    • Following the release this week of the European Commission's proposal of its Digital Fairness Act, Behold Ventures founder Karl Magnus Troedsson warns that the impact of the legislation on European F2P investment could be dramatic: "If the DFA becomes law, it will be a nail in the coffin for European free-to-play. A near-ban on in-game purchases for under-18s, even with parental approval, every game rated below PEGI 18 treated as child-directed, and fines of up to 6 per cent of global turnover make an already hard investment case impossible. Everyone will look elsewhere."

  • "Individual-level developer adoption has levelled off, with 36 per cent of game developers personally using AI, up only slightly from 34 per cent in 2025."

    • With AI adoption in independent development becoming a key talking point in recent weeks, Omdia analyst Liam Deane notes that the way studios and developers are using the technology is shifting, with a significant number of companies now moving to train their own LLMs despite a majority of small studios banning AI entirely compared to just ten per cent of larger developers taking the same stance: "The share of studios that have built their own AI tools or plan to jumped sharply to 56 per cent. AI usage is not widening much, but it is deepening considerably."

EXTRA
More to read, watch, play and discover

Football Manager 2027 (2026), Sports Interactive | Sega

  • This is a barren week for releases as the world, gaming and otherwise, braces for GTAVI's arrival on November 19. Sega and Sports Interactive have released Football Manager 2027 regardless. These colours don't run, and all that.

  • This week's statement from IGF judges on their refusal to vote on games touched by gen-AI incited a flood of opinion, among which "AI is history," Brendan Keogh's piece on the relationship between creation and capitalism, is a standout.

  • History Of Games 2027 has called for papers. The event will take place at the University of Luxembourg in July, and is to focus on "how we collect, preserve, document, exhibit, and interpret games and their histories." The submission deadline is January 31.

THIS MONTH IN EDGE

Edge 430

For Edge's new edition, the team travelled to Rockstar’s Edinburgh development HQ to talk to the leadership team behind the most keenly anticipated game of the year, Grand Theft Auto VI. 

This issue's 16-page cover story features exclusive interviews and imagery detailing the most ambitious project in Rockstar’s history, wrapped up with a special gatefold cover showcasing artwork of lead characters Jason and Lucia.

Buy Edge 430 here. To take advantage of the current subscription offer, you can also get your first three issues for just £5.

Read a full breakdown of the new issue's contents on the Knowledge website.

FINAL WORDS
See you next Friday

We'll be back next week. In the meantime, don't forget to share your feedback with us by email ([email protected]), and follow us via Bluesky and LinkedIn.

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