{"id":1163576,"date":"2026-02-11T00:37:16","date_gmt":"2026-02-11T00:37:16","guid":{"rendered":"https:\/\/www.polygon.com\/?p=549920"},"modified":"2026-02-11T00:37:16","modified_gmt":"2026-02-11T00:37:16","slug":"why-every-honkai-star-rail-character-is-hot-and-other-revelations-from-its-lead-designer","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/why-every-honkai-star-rail-character-is-hot-and-other-revelations-from-its-lead-designer\/","title":{"rendered":"Why every Honkai: Star Rail character is hot, and other revelations from its lead designer"},"content":{"rendered":"<figure> <img decoding=\"async\" alt=\"\" data-caption=\"\" data-portal-copyright=\"Image: Mihoyo\" data-has-syndication-rights=\"1\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/04\/why-every-honkai-star-rail-character-is-hot-and-other-revelations-from-its-lead-designer.png\" \/><figcaption><\/figcaption><\/figure>\n<p class=\"has-drop-cap has-text-align-none\">Chengnan An, the lead game designer on <em><a href=\"https:\/\/www.polygon.com\/game\/honkai-star-rail\/40897\">Honkai: Star Rail<\/a><\/em>, has worked at parent studio Mihoyo for a little over nine years, first on <em>Honkai Impact 3rd<\/em>, and then on the current sci-fi RPG. That means An has been present for much of the company\u2019s worldwide meteoric rise; <em>Honkai Impact 3rd<\/em> (2016) was an <a href=\"https:\/\/www.ign.com\/articles\/2018\/03\/28\/honkai-impact-3rd-big-in-japan-coming-to-america\">early hit<\/a> with international audiences that would soon be eclipsed by <a href=\"https:\/\/www.polygon.com\/game\/genshin-impact\/40711\"><em>Genshin Impact<\/em> (2020)<\/a>. And yet Honkai is actually the very first fictional setting for any Mihoyo game, first introduced in <em>FlyMe2theMoon<\/em> in 2011, made back when Mihoyo consisted of <a href=\"https:\/\/en.wikipedia.org\/wiki\/Honkai#cite_note-10\">only five developers<\/a>. The world of Honkai has expanded significantly since then, and so has Mihoyo, which now boasts over 5,000 employees.<\/p>\n<p class=\"has-text-align-none\">An is intimately familiar with the Honkai franchise at this point, and in his current role, he contributed to the design of not just <em>Honkai: Star Rail<\/em>\u2019s initial version but also its many ongoing updates, new characters, and battle systems that have been added since the game was first released in 2023.\u00a0<\/p>\n<p class=\"has-text-align-none\">In a far-reaching interview at the 2025 Game Developers Conference, conducted via interpreter, Chengnan An explained to Polygon that almost every decision is about the characters first and foremost. The game\u2019s ensemble cast may be huge (and growing all the time), but ideally, every single character should strike a chord with someone, somewhere.&nbsp;<\/p>\n<h2 class=\"wp-block-heading has-text-align-none\">Character design always comes before combat design<\/h2>\n<p class=\"has-text-align-none\">As the lead combat designer, I assumed An would mostly want to talk to me about that \u2014 but actually, in <em>Honkai: Star Rail<\/em>, character is king. \u201cIf we&#8217;re just thinking about the combat system when we&#8217;re designing characters, then we ran out of inspo really, really fast,\u201d An explained. \u201cSo we try not to use that approach for a lot of the characters in a game.\u201d Some of the strongest characters have \u201cweapons [that] are actually kind of weird.\u201d As an example, An pointed to Dr. Ratio, who has \u201ca really heavy book that he uses to beat people up, basically,\u201d which tracks, as he\u2019s a self-centered intellectual who\u2019s often condescending toward the uneducated. And then there\u2019s the coffee-obsessed Himeko, whose ultimate attack features her nonchalantly taking a sip from a teacup as an explosion goes off in the background.<\/p>\n<p class=\"has-text-align-none\">The design team always hopes new characters will be beloved, but on those occasions that a character hasn\u2019t popped off with players, An said, \u201cwe didn&#8217;t waste time thinking about it. We would just go into creating the next character.\u201d Other times, it\u2019s obvious to the designers from the get-go that they\u2019ve got a great idea on their hands. \u201cHerta was one of the first characters that we realized had the potential to go completely viral even before we actually released that character,\u201d said An. \u201cSo Herta has this ability to keep spinning and to keep spinning nonstop. So that actually becomes kind of a punchline or this insider joke within the player community. And we even see this fan-made video of Herta titled, \u2018We need to see more of Herta.\u2019\u201d<\/p>\n<h2 class=\"wp-block-heading has-text-align-none\">Why is every Honkai: Star Rail character always conventionally beautiful?<\/h2>\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube\">\n<div class=\"wp-block-embed__wrapper\">\n<div>\n<div><iframe loading=\"lazy\" title=\"More Herta Please!\" src=\"https:\/\/www.youtube.com\/embed\/_YfqYB-m1AM?rel=0\" width=\"720\" height=\"405\" allowfullscreen allow=\"accelerometer; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share;\"><\/iframe><\/div>\n<\/div>\n<\/div>\n<\/figure>\n<p class=\"has-text-align-none\">After taking a moment to laugh very hard at this question, An had this to say: \u201cWell, at the start of creating each character, we would have a lot of interviews with our team members. So after taking in their feedback and going through multiple rounds of iterations for every character, we always find that they become prettier and even more handsome and even more cool with each iteration.\u201d (We were both laughing by this point.)<\/p>\n<p class=\"has-text-align-none\">But what about a character with a more unconventional appearance \u2014 maybe even just a cool scar? \u201cOf course we wouldn&#8217;t not experiment with a character like that if we think that the character can become really popular at the end of it,\u201d An conceded. \u201cBut, if you mean ugly characters, then as of right now, we don&#8217;t have any ugly characters in <em>Honkai: Star Rail<\/em>.\u201d<\/p>\n<h2 class=\"wp-block-heading has-text-align-none\">How to prevent player burnout<\/h2>\n<p><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/04\/why-every-honkai-star-rail-character-is-hot-and-other-revelations-from-its-lead-designer-1.png\" alt=\"A character from Honkai Star Rail wearing a big purple witch hat and a black bustier\" title=\"A character from Honkai Star Rail wearing a big purple witch hat and a black bustier\" data-has-syndication-rights=\"1\" data-caption=\"\" data-portal-copyright=\"Image: Mihoyo\" \/><\/p>\n<p class=\"has-text-align-none\"><em>Honkai: Star Rail<\/em> has been out for two years, and keeping the old-timers entertained over not just days or months but years is a huge task, and it involves analyzing and reanalyzing every single part of the game on an ongoing basis \u2014 not just the new content but also the old existing stuff.\u00a0\u00a0<\/p>\n<p class=\"has-text-align-none\">\u201cTake the Simulated Universe as an example,\u201d said An, referring to <em>Honkai<\/em>\u2019s game-within-a-game, which is designed by the character Herta. \u201cSo from the very first version of the Simulated Universe, we had already created this roguelike experience for our players, but we soon discovered that for many players, after having played multiple versions of the Simulated Universe, our players \u2014 they didn&#8217;t really need to put in too much effort into playing the Simulated Universe again because they&#8217;re very accustomed to it. So when that happens, we do try to always create new experiences for our players in the future versions, but we also have the staple gameplays in our games. When we try to adjust those staple gameplays, we try to be very moderate and try to be very careful with that. We also have fun minigames and version events that we launch routinely to keep our players engaged and motivated.\u201d<\/p>\n<p class=\"has-text-align-none\">Is currency an effective motivator? \u201cDifferent players want different things out of the game. For a normal player, of course, earning rewards is probably one of the top things that would motivate them. So combining Stellar Jade rewards with version milestones, or fun events, of course \u2014 we would like to attract more players, have the players come back. But we also understand that it&#8217;s not enough; it&#8217;s far from enough. So we want to create this comprehensive experience for the players so that they can stay passionate.<\/p>\n<p class=\"has-text-align-none\">\u201cThere is no cookie-cutter solution to [burnout]. We constantly follow our players to see what proportion of the players are interested in a story, what proportions are interested in gameplay, combat, et cetera. So we would adjust our game based on our research and try to make the game attractive to the whole player community.\u201d<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/04\/why-every-honkai-star-rail-character-is-hot-and-other-revelations-from-its-lead-designer.gif\" alt=\"The cover of the manga Galaxy Express 999, Vol. 1, featuring a person with long blond hair looking down at a very small person in a large red cloak. In the background, there is an outer space landscape with a white-and-blue planet\" title=\"The cover of the manga Galaxy Express 999, Vol. 1, featuring a person with long blond hair looking down at a very small person in a large red cloak. In the background, there is an outer space landscape with a white-and-blue planet\" data-has-syndication-rights=\"1\" data-caption=\"\" data-portal-copyright=\"Image: Viz Media\" \/><\/p>\n<h2 class=\"wp-block-heading has-text-align-none\">The inspirations for Honkai: Star Rail<\/h2>\n<p class=\"has-text-align-none\">\u201cGames themselves are a form of artistic creation, and just like any form of art, it comes from our daily lives and it is for the people, it serves the people. And so for the games that we create, we want to add in our own experiences. It could be our own gaming experiences, or it could be the movies that we find very inspiring. [&#8230;] There is this comic, <em>Galaxy Express<\/em>, that we find to be very inspiring. Because you see a train traveling in the galaxy, visiting different planets, stopping at all these different places and visiting new friends, making new friends.\u201d<\/p>\n<h2 class=\"wp-block-heading has-text-align-none\">On preventing power creep in Honkai\u2019s combat design<\/h2>\n<p class=\"has-text-align-none\">Power creep is a potential problem in just about any ongoing game that has a \u201cnumbers go up\u201d system; any newly introduced characters or abilities tend to become more powerful over time, making older mechanics obsolete. According to An, it\u2019s one of the main issues that the <em>Honkai: Star Rail<\/em> team is taking a look at right now.<\/p>\n<p class=\"has-text-align-none\">\u201cWell, it is one of the issues that we have been following,\u201d said An. \u201cI would like to say that for the experiences of our characters, it&#8217;s a very comprehensive one. [&#8230;] And as we continue to expand our combat experience, it&#8217;s something that we will be continuously working on.\u201d In particular, I asked about players who are still using older characters in combat and aren\u2019t feeling like they fit into the current meta. An had an answer for that, too: \u201cYes, we are considering creating more buffs for the older characters. And I believe an official announcement is due soon. So yeah, please stay tuned.\u201d<\/p>\n<p class=\"has-text-align-none\">What about power creep when it comes to different types of battle mechanics? \u201cThe new combat systems are not substitutes for the older ones, and there is no absolute which one is better or which one is weaker,\u201d said An. \u201cWe like to always keep the pace of the iterations for our mechanisms in mind. We always want to encourage our players to mix and match different characters to get a very refreshing experience. And of course it takes a lot of time into building new characters and combat mechanics, and we always build on our previous experiences to create new ones.\u201d<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/04\/why-every-honkai-star-rail-character-is-hot-and-other-revelations-from-its-lead-designer.jpg\" alt=\"A character from Honkai Star Rail stands in front of a huge castle. They are shirtless and have a huge red scar on their chest and metal armor encasing their right arm and hand, as well as their legs\" title=\"A character from Honkai Star Rail stands in front of a huge castle. They are shirtless and have a huge red scar on their chest and metal armor encasing their right arm and hand, as well as their legs\" data-has-syndication-rights=\"1\" data-caption=\"\" data-portal-copyright=\"Image: Mihoyo\" \/><\/p>\n<h2 class=\"wp-block-heading has-text-align-none\">Would Honkai: Star Rail ever use a different financial model than gacha<\/h2>\n<p class=\"has-text-align-none\">Any <em>Honkai: Star Rail<\/em> player will tell you that you can still enjoy the game without paying a dime, but gacha mechanics are nonetheless a key part of the game \u2014 particularly when it comes to unlocking the most powerful (meaning: five-star-rated) characters. And because the game designers put character designs front and center in terms of priorities, it makes sense that players are motivated to get these characters \u2014 even if they have to open their wallets to do it. It\u2019s something that American players in particular aren\u2019t used to seeing, so I was curious if An had ever considered other forms of monetization to make the game more appealing internationally, like subscription models.\u00a0<\/p>\n<p class=\"has-text-align-none\">\u201cWe believe the free-to-play mode is more suitable for our playable fiction to reach a broader audience, or to reach more players,\u201d said An. \u201cIn the future, we&#8217;ll continue to optimize the experiences so that we can increase the popularity of our game.\u201d<\/p>\n<p class=\"has-text-align-none\">I asked if An had talked to any Western developers or players at GDC who weren\u2019t as used to gacha mechanics, and he said that although that specific topic hadn\u2019t really come up, he did note that \u201cplayers from different parts of the world have different habits on how to experience the games. But throughout our trip this time we met with many passionate players of our game \u2014 and yeah, that just made us so happy.\u201d<\/p>\n<p class=\"has-text-align-none\">\n<p><a href=\"https:\/\/www.polygon.com\/features\/549920\/honkai-star-rail-lead-designer-interview\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Chengnan An, the lead game designer on Honkai: Star Rail, has worked at parent studio Mihoyo for a little over nine years, first on Honkai Impact 3rd, and then on the current sci-fi RPG. That means An has been present for much of the company\u2019s worldwide meteoric rise; Honkai Impact 3rd (2016) was an early hit with international audiences that would soon be eclipsed by Genshin Impact (2020). And yet Honkai is actually the very first fictional setting for any Mihoyo game, first introduced in FlyMe2theMoon in 2011, made back when Mihoyo consisted of only five developers. The world of Honkai has expanded significantly since then, and so has Mihoyo, which now boasts over 5,000 employees. An is intimately familiar with the Honkai franchise at&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/why-every-honkai-star-rail-character-is-hot-and-other-revelations-from-its-lead-designer\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":1163577,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[10],"tags":[],"class_list":["post-1163576","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-polygon"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.5 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Why every Honkai: Star Rail character is hot, and other revelations from its lead designer | Arcader News<\/title>\n<meta name=\"description\" content=\"Chengnan An, the lead game designer on Honkai: Star Rail, has worked at parent 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