Monster Hunter Wilds: Weapon Tuning and Design Philosophy
With each new Monster Hunter installment, players eagerly anticipate experiencing their favorite weapons within the game's unique framework. Monster Hunter Wilds, aiming for a seamless hunting experience, presents significant changes to weapon mechanics, influenced by the game's continuous map and dynamic weather. We interviewed art director and executive director Kaname Fujioka (director of the first Monster Hunter game) and director Yuya Tokuda (involved since Monster Hunter Freedom) to delve into these changes.
Seamless Hunting and Weapon Adjustments
The removal of the base-return mechanic necessitated significant weapon adjustments, particularly for ranged weapons. Tokuda explains that basic ammo types for Bowguns and coatings for Bows are now unlimited, balanced around gauge management. However, crafting powerful ammo using gathered materials remains a viable strategy. These changes extend beyond mechanics, impacting even the visual design. Fujioka highlights the improved animation of Bowgun charging, emphasizing visual clarity of player actions. Technological advancements have greatly facilitated these improvements. The enhanced animation detail also allows for more fluid transitions between actions, impacting hunter capabilities. A core design principle was to ensure natural weapon usage within any given situation, even without player input. This is exemplified by the ability to use healing items while moving, a change facilitated by improved animation capabilities.
Focus Mode and Wound System
Wilds introduces Focus Mode, allowing directional movement while attacking, and a wound system that allows for significant damage boosts via Focus Strikes. While visually distinct Focus Strikes were created for each weapon, the developers adjusted balance to avoid extreme disparities in effectiveness. The wound system adds a strategic layer to combat, encouraging targeted attacks and the utilization of environmental elements. Monsters can enter hunts with pre-existing wounds due to natural events, adding an element of unpredictability.
Great Sword as a Development Prototype
The development process starts with the Great Sword, used as a prototype to inform the design of other weapons. A team of around six planners, including artists and animators, collaborate on weapon design, ensuring both fun and visually appealing gameplay. Focus Strikes, a new feature, prioritized feel and visual impact during initial design. The Great Sword's deliberate tempo serves as a benchmark for other weapons, influencing their speed and feel. The developers aim for a balance between weapon uniqueness and overall game experience, addressing imbalances identified during the open beta.
Weapon Uniqueness and Balance
The developers emphasize designing unique weapon characteristics rather than striving for equal ease of use. While acknowledging the inevitable popularity of some weapons over others, they aim to ensure every weapon offers a satisfying experience with enough practice. The Hunting Horn, for example, was designed to excel in area-of-effect damage, leveraging its unique sound-based mechanics. The ability to carry two weapons allows for complementary builds, mitigating the potential dominance of any single weapon. The decoration system, similar to Monster Hunter World, allows for customizable skill builds, with the addition of single-skill decoration crafting.
Developer Preferences and Open Beta Feedback
Tokuda favors ranged weapons and the Sword and Shield for their adaptability. Fujioka, a Lance main, highlights the improved ease of minor positioning adjustments in Wilds. The Lance, however, received significant negative feedback during the open beta due to unpolished mechanics, prompting substantial improvements for the final release. The developers emphasize their commitment to player feedback and creating a balanced yet unique experience for all 14 weapon types.