Monster Hunter Wilds Developers Talk Weapon Changes – IGN First
Monster Hunter Wilds: Weapon Tuning and Design Philosophy
With each new Monster Hunter installment, players eagerly anticipate how their favorite weapons will feel. This article delves into the design philosophy behind the weapon tuning in Monster Hunter Wilds, a game aiming for a seamless hunting experience. 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) to gain insight.
IGN First Monster Hunter Wilds Oilwell Basin Artwork
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The interview revealed the conceptualization and development process for each weapon, highlighting adjustments based on feedback from the November 2024 Open Beta Test.
Seamless Hunting and Weapon Adjustments
Wilds' seamless map and dynamic weather necessitated significant weapon adjustments. Tokuda noted substantial changes to the Light and Heavy Bowguns, and the Bow. The elimination of base-returning between quests impacted ranged weapons, which traditionally consume ammo and coatings.
"Basic damage sources are now resource-free," Tokuda explained. "Normal, pierce, and spread ammo for Bowguns, and Bow coatings, are unlimited, balanced around gauge management. However, pre-prepared or field-gathered materials for crafting powerful ammo remain a strategic element."
Weapon changes extended beyond mechanics, influencing design. Fujioka highlighted the visual representation of Bowgun charging: "We aimed to showcase the charging motion convincingly, especially the cancellation of monster attacks. Technological advancements significantly aided these animation improvements."
Enhanced animations improved weapon transitions, influencing hunter actions. Tokuda emphasized natural weapon usage: "Hunters can use weapons naturally, even without input, unlike previous games where stowing weapons was necessary for healing."
Fujioka added, "Focus Mode allows directional movement during attacks, fulfilling player desires for fluid combat. Recent technological leaps, particularly in animation management, have shaped gameplay, ensuring responsiveness to player actions."
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, addressing imbalances from the beta test.
The wound system adds strategic depth. Accumulated damage creates wounds, exploitable with Focus Strikes, but resulting in scars, preventing repeated wounding of the same area. Environmental factors also contribute to wounding, offering unexpected gameplay opportunities.
Tokuda explained, "Monsters can enter hunts already wounded due to environmental events, creating varied scenarios and potential rewards." Monster health and toughness were adjusted to maintain balanced playtime, with Focus Mode aiming for more concentrated, impactful hunts.
Great Sword as a Development Prototype
The development process involved a team of six planners responsible for player experience, collaborating with artists and animators. The Great Sword served as the initial prototype, influencing the design of other weapons.
Fujioka emphasized the Great Sword's importance in animation development: "Focus Strikes, a new expressive element, were initially designed for feel, not performance, starting with the Great Sword. Its versatility makes it a cornerstone for animation creation."
Tokuda added, "The Great Sword's deliberate tempo, unique in action games, establishes a baseline for other weapons. Its balanced design, including blocking and area-of-effect attacks, facilitates the creation of faster-paced weapons."
Fujioka concluded, "Balancing the Great Sword's tempo with faster weapons ensures a distinctly Monster Hunter experience."
Weapon Uniqueness and Player Feedback
The developers prioritize unique weapon design over uniform ease of use, acknowledging the inevitable popularity disparities. They aim to avoid overpowered weapons while ensuring a satisfying experience for all weapon types.
Tokuda illustrated this with the Hunting Horn: "Its design focuses on area control and sound-based damage, leveraging its unique capabilities. Beta feedback led to adjustments to prevent it from being solely a support weapon."
The developers accept weapon-monster matchup variations, avoiding overly efficient builds. They aim to ensure that mastery of any weapon can lead to success. The ability to carry two weapons enhances strategic flexibility.
Fujioka stated, "While top-tier weapons will naturally be popular, we ensure that dedicated players can succeed with any weapon through practice."
Decoration System and Developer Preferences
The decoration system in Wilds is similar to World's, but alchemy allows crafting single-skill decorations, addressing previous skill acquisition challenges.
Tokuda prefers long-range weapons and the adaptable Sword and Shield, while Fujioka, a Lance main, highlighted its improved positioning in Wilds, acknowledging the need for adjustments based on beta feedback.
Tokuda addressed the Lance's beta reception: "The Lance didn't fully embody its intended concept. We're making significant improvements for the release version."
The developers' commitment to player feedback and their passion for creating a balanced yet unique Monster Hunter experience are evident. The game's success hinges on this collaborative approach.
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