HONKAI: Star Rail They replaced traditional weapons with light cones and a transformed device into something much more specialized and polarization process. Instead of an open system where players can experiment across weapons or mix equipment according to the status priority, the light cones are locked, purposeful and brutally narrow. While this design works well for Stellar railway Because his struggle is slow, surgical and secret Stellar railwayFormat, things could go in two way for other titles.
The direction, at the end, comes to what kind of experience the studio is chasing. Light cones cuts fat and eliminate flatulence of supplies, but also exchange creative freedom of the player. IN HONKAI: Star RailThis compromise works because the game thrives on strict team roles, a predictable turnover order and the accuracy of the tuned strategy. In other formats, such as real -time fight or open world action, such rigidity could feel suffocating.
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Why could light cones in future titles work in favor
Light cones in HONKAI: Star Rail Save the structure, but this structure causes clarity, identity and balance. In peas where the role of the character is firmly defined, it reduces the gear -specific equipment and directs players to a meaningful decision. Therefore, instead of wasteing sources with gambling sources for universal weapons or repairing non -conforming statistics, players get equipment that is made to work their unit. This opens up space for developers to design deeper characters, because the device is no longer a wild card and is a known variable.
If future Hoyovers are leaning into tighter class systems or small formats, light cones could act as a stabilizer that allows everything else to evolve. There is also a long -term value in reducing gear noise. In most Gachy systems, the power completion is powered by confusion by equipment: too many random statistics, too much co-iz. The light cones cut it out early and created a healthier meta during the process. The game is not constantly discovering a bike for energy sale; It is an iteration within which players understand.
Light cones can only work in a certain type of game
Light cones work only because the rest Stellar railway It is built to support them because the fight is structured and the teams are small. The pace is slow enough to shine roles. However, if the same gear system is brought to a faster open world game The impact of genshin Or another real -time title, cracks would start to show immediately. In the peas where there are improvisation and quarantine players, it will block the joy of the survey.
A case against the use of light cones
Weapon systems in other Hoyovers titles play a wider role. IN GenshinPart of the excitement is the mismatch of a bow or catalyst to see if it works. There is a space for experimenting, for meta-abrasion of peculiarities, for the random synergy that Devs has anticipated. On the other hand, light cones will crush this space. They are optimized before the player starts, and although it is effective, it is also restrictive. It creates a flat culture where there is one best answer and a handful of bad, without there is a lot of space between them.
The cones are also strongly based on FOMO, because signature cones are often locked with first -class elements, and without them some characters feel half roast. The system is not stiff, you do not have the right cone of a slight inconvenience, but a direct nerf. This creates friction in ecosystems for free and undermines the feeling of ownership and individuality that quarantine systems give. The point is that works in a loop based on the rail, does not always expand to wider and more liquid games. If future Hoyovers are to feel dynamic, flexible and personal, light cones can be an incorrect plan.