Monster Hunter Wilds: Weapon Tuning and Design Philosophy
With each new Monster Hunter installment, players eagerly anticipate experiencing their favorite weapons in a fresh context. Monster Hunter Wilds, aiming for a seamless hunting experience, presents unique challenges and opportunities for weapon design. To understand the development process, we interviewed Kaname Fujioka (Art Director and Executive Director, also director of the first Monster Hunter game) and Yuya Tokuda (Wilds Director, involved since Monster Hunter Freedom).
Seamless Hunting and Weapon Adjustments
The seamless world and dynamic weather of Wilds necessitated significant weapon adjustments. Tokuda highlighted changes to the Light and Heavy Bowguns and the Bow, addressing the challenge of unlimited ammo and coatings without base restocking. The solution involved balancing around gauge management, while still allowing for crafted and field-found ammo. These changes extended beyond mechanics, impacting weapon design and animations. Fujioka emphasized the visual clarity of actions, particularly Bowgun charging animations, enhanced by technological advancements. The goal was natural weapon usage, even during interruptions, allowing actions like healing while moving. The new Focus Mode, enabling directional movement during attacks, further enhances player agency.
Focus Strikes and Wound System
Wilds introduces Focus Strikes, powerful attacks performed in Focus Mode on wounded monsters. While visually distinct for each weapon, Tokuda clarified that the damage output is standardized to avoid excessive disparity between weapon types, addressing balance issues from the open beta. The wound system, triggered by accumulated damage, provides a tactical layer. Wounds can be created through environmental interactions or monster battles, offering strategic opportunities and potential additional rewards for hunting wounded monsters. Monster health and toughness were adjusted to maintain appropriate playtime and player satisfaction, with Focus Mode intended to create more impactful, concentrated hunting experiences.
Weapon Development Process
The development team employed a system where some staff members oversaw multiple weapon types, with approximately six planners responsible for player experience. The Great Sword served as a development prototype, informing the design of other weapons. The team collaborated closely, involving artists and animators to refine weapon movements and aesthetics. Focus Strikes, a new element, were designed with a focus on feel and enjoyment, with the Great Sword's Focus Strike animation serving as a benchmark.
Weapon Uniqueness and Balance
The developers prioritized maintaining weapon individuality over achieving perfect balance. While aiming for satisfying player experiences, they acknowledged the challenge of preventing overpowered, easy-to-use weapons. The Hunting Horn, for example, was designed to excel in area control, leveraging its unique sound-based mechanics. Its self-buffing capabilities were adjusted post-open beta to avoid overshadowing other weapons. The team accepts that some weapons will inherently perform better against certain monsters, but they strive to avoid overly efficient, meta-defining builds. The ability to carry two weapons encourages complementary weapon choices.
Decoration System and Skill Builds
The decoration system in Wilds resembles World's, with specific skills activated through weapon or armor slots. Alchemy allows for crafting single-skill decorations, eliminating the frustration of unattainable skills.
Developer Preferences and Open Beta Feedback
Tokuda favors long-range weapons and the adaptable Sword and Shield, while Fujioka is a dedicated Lance user. The Lance, while intended to emphasize guarding and counterattacking, received significant negative feedback during the open beta due to various technical issues. The developers are actively addressing these issues for the final release. The team's commitment to player feedback and their passion for creating a compelling Monster Hunter experience are central to the game's development.