The Elites of Risk of Rain 2: Efficient Design and The Fundamentals of Real Time Combat

Risk of Rain 2 is a roguelike action game developed by Hopoo Games and published by Gearbox Publishing. It was released in early access for PC and consoles in 2019 before fully releasing on August 11, 2020. The gameplay premise of Risk of Rain 2 is as follows: You are a space-faring adventurer exploring a hostile alien world, overrun with monsters that will appear in order to kill you, in greater and greater numbers the more time you spend on the planet’s surface. You can collect various weapons and artifacts to empower yourself as you go to the face the ever greater challenges that intensify with time.

There’s a lot going on with Risk of Rain 2 design-wise that’s very interesting, but I’d like to focus on the game’s elites system, particularly how it was designed efficiently to accomplish a lot within a relatively manageable scope by utilizing the fundamentals of how an action combat system works, at the most basic level. I want to answer how those pieces fit together, how they create a compelling experience, and how they were utilized in this particular instance for Risk of Rain 2.

Man, there certainly is some… Game Design,, happening here. I mean just. Just look at it go.

The elite monsters in Risk of Rain 2 are randomly generated normal enemies, the likes of which you will see in droves, but with specific extra attributes along with slight changes in appearance to signify this. They are rarer than normal enemies, and thus their appearance is a bit of an event, something to take notice of. Their incidence becomes more frequent the longer a game session goes on. There are five main archetypes of elite monster. Blazing, Overloading, Glacial, Malachite, and Celestine. These archetypes can each be randomly applied to near any enemy that normally spawns. While an elite monster will have enhanced offensive and defensive capabilities, their unique traits also seem to be very deliberately chosen to complicate matters in a much more subtle way. Nearly all of them concern the player’s relative position to the elite enemy, the spatial relationship between them.

When you get down to it, there are some fundamental factors to be thinking about when developing a real-time combat system for a game. One of the ultimate goals in design should be encouraging the player to be making meaningful decisions, decisions that feel, to the player, as though their involvement is having an important and material impact on their experience in the game. Making complicated or fast-paced meaningful decisions is where challenge comes from. Having a variety of ways to answer such meaningful decisions is where player expression and play-styles come from. It keeps the player paying attention, keeps them engaged. One of the main avenues to accomplish this in a real-time combat system is to keep the player thinking about the main variables unique to real-time combat: space, time, and their relation thereof.

When fighting in real-time, the player’s position relative to any danger such as an enemy will be constantly shifting. Meanwhile the time investment of their own actions, compared to the time an enemy takes to execute an action, works in concert with these spacial relationships to determine essentially every outcome combat can have. No matter how complex the system, these two basic pillars of spacial relationship and timing are the building blocks of how it all works. A sword slash creates an area of threat for a set amount of time that damages an opponent if they intersect with it. If the opponent has a defensive action whose duration lines up with that sword slash they can protect themselves from harm. Attacks have limited reach, dodges have specific timing, and thus mastering the way these timings and positions relate to one another is how the player manages their own risk, and is essentially always the way to master this sort of combat system. For a designer, knowing your tools is how you can design for those meaningful decisions, to make the process of mastery a fun and engaging one. Space and Time are two of the most primary tools for designing real-time combat.

In the case of Risk of Rain 2‘s elites, nearly all of them create specific considerations of space for the player. The glacial elite is a good example. Upon death, they leave behind a conspicuous sphere of frosty air and ice particles that, after just a moment, burst with ice, freezing any players present within the sphere in place for a couple seconds, leaving them vulnerable. Perhaps you are already seeing how this situation works with the basic pillars of real-time combat to promote some active decision making on the part of the player. Normally enemies can be cut down with no heed in this game, but when a glacial appears, suddenly there are more decisions to be made. When should they be killed? How will I escape their ice bomb once they are? What are the consequences of how I approach this? Risk of Rain 2, as its name implies, is a high-stakes game where players can die easily, losing a lot of progress in the process. Something as simple as being frozen for a few seconds can mean death depending on the situation. Other times, it’s just an inconvenience. This variability keeps the player thinking and promotes that meaningful decision making. One player might play it safe and always destroy glacial elites from a distance. One player might consciously keep a movement option available to escape the ice bomb.

As the ice bomb forms, my priorities quickly change, I make the snap decision to get clear of it.

The blazing, malachite, and celestine elites work similarly, creating specific and dynamic areas of threat that players must play and plan around. They do different things – blazing monsters leave behind trails of fire as they move, malachite monsters can suppress the player’s healing, and celestine monsters hide the presence of other nearby monsters, making them totally invisible. However, the principle is the same. By creating these areas of threat at somewhat random intervals that all work in different ways, and can even overlap when several elites are on screen, the player has more to consider in their positioning and how they tackle the situation, upping the challenge, and promoting the player’s expression through gameplay. These periodic moments of higher-intensity decision making is one of Risk of Rain 2‘s most interesting aspects.

Blazing monsters and their trail of fire is of particular concern to melee-oriented player characters, as opposed to ranged-oriented ones. They help to differentiate and individualize the different roles and play styles the player can take up. It’s far more dangerous for a melee character to engage a group of blazing monsters, and this affects their decision making when they crop up.

Keeping my foe at sword’s length, hitting it only with the tip of the blade, is an effective strategy.

The overloading elites work with the other pillar of timing. Normally, any damage dealt to enemies is permanent and persistent, meaning the player can at any time retreat, recover their own health, and return to finish an enemy off. The top half of an overloading enemy’s health, however, will regenerate if left alone for too long, making finishing them off somewhat of a priority, another interesting decision to consider. Some of the other elites have elements of timing in their special qualities as well, such as the blazing elites dealing damage-over-time, and the malachites’ healing suppression.

Overloading enemies leave a lasting effect when they hit you, and will keep coming back if not dealt with fast.

Celestine monsters are rare but very disruptive. The principle of hidden vs nonhidden information in games is its own topic, but I hope it’s obvious how completely hiding all the visual behaviors of enemies shifts the dynamic of the player and enemies’ spacial relationship drastically. The player will definitely want to reconsider how they approach such a scenario. Each of these are just a wrinkle; a small, minor change to the dynamic between player and enemy that completely re-contextualizes how they approach the situation.

Not pictured: invisible enemies

The result is a player who is constantly on the look out for these wrinkles, these unexpected developments. The surprise and the added danger is invigorating, exciting, and novel. In a word- engaging. A lot can be done with a little, and using the combinative potential of these elite archetypes, there are theoretically unlimited novel scenarios the player might find themselves in. Elites could come from any angle. Above? Below? They could take the form of any enemy. Enemies that shoot from a distance, enemies that rush you down. These elite archetypes can even be applied to bosses, creating a ridiculously hectic and dangerous challenge for hard core players to overcome later in the game.

So these elite monsters accomplish a lot. Periodic moments of high intensity created by manipulating the player’s relationship with space and time lead to a more engaging interest curve. This is all accomplished with some pretty simple mechanics that can be overlaid onto essentially any monster in the game. Risk of Rain 2‘s already impressive menagerie of monsters that all behave in unique and interesting ways is essentially multiplied in number by five. Instead of the art, tech, and design overhead needed to create dozens of more monsters, a huge variety of gameplay situations were achieved by mixing and matching these archetypes, of which only a handful needed to be designed. It seems to me this was achieved through a thorough understanding of positioning and timing in real-time combat and how to manipulate those pillars to organically produce interesting and compelling situations. Understanding the basic building blocks of your gameplay systems, and how they affect player behavior is a really good way to begin understanding how to design efficiently and effectively.

..and so she left, heart still racing…