Monster Hunter Wilds: Weapon Tuning and Design Philosophy
Players eagerly anticipate each new Monster Hunter installment, curious about how their preferred weapons will feel. Each of the 14 weapon types boasts unique characteristics, evolving with each game's design. Monster Hunter: World removed segmented quest areas, while Monster Hunter Rise introduced Wirebug mechanics. Wilds aims for a seamless hunting experience, so how were its weapons tuned?
To understand the design 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).
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The interview revealed weapon development details, focusing on player feedback from the November 2024 Open Beta Test and adjustments made for the final release.
Tokuda highlighted significant weapon adjustments due to Wilds' seamless map and dynamic weather. Ranged weapons (Light and Heavy Bowguns, Bow) were significantly altered. Wilds' seamless nature eliminates the need for base resupply, posing a challenge for ammo-reliant weapons.
"Basic damage sources are now resource-free," Tokuda explained. "Normal, pierce, and spread ammo for Bowguns, and Bow coatings, have unlimited use, managed by a gauge. However, pre-prepared or field-gathered materials can create powerful attribute ammo."
Weapon changes extended beyond mechanics, impacting design. Fujioka emphasized visual clarity:
"We aimed to showcase Bowgun charge movement for special shots, visually demonstrating attack cancellations. We've focused on clear visual feedback since the previous game."
Technological advancements facilitated these animation improvements, enhancing weapon transitions and hunter actions. Tokuda noted:
"All weapons allow natural use based on the situation, even without input." Healing item use, previously requiring weapon stowing, is now more fluid.
Fujioka added: "Wilds' Focus Mode allows directional movement during attacks, enabling continuous attacks while slightly off-target. We aimed to fulfill players' envisioned gameplay." He highlighted the impact of technological advancements on action game design, emphasizing responsiveness to player desires.
Wilds introduces a wound system, created by accumulated damage to a monster's body part. Focus Strikes, activated in Focus Mode, deal massive damage to wounded areas. Unique animations were created for each weapon type, though Tokuda clarified:
"Focus Strike animations highlight each weapon's uniqueness. However, open beta testing revealed imbalances. While personality differences exist, we've standardized them for the release."
Wounds offer tactical options. Repeated head attacks with a hammer might create a wound, enabling a devastating Focus Strike. The wound then scars, preventing further head wounds. Late-game environmental interactions can also cause unexpected scars. Tokuda explained:
"Monsters start unwounded, but Wilds allows exploration and monster interactions, including turf wars. Monsters might already be wounded when encountered, offering advantages and potential extra rewards."
The Focus Mode and wound system enhance powerful attacks like the Great Sword's Charged Slash. Monster health and toughness were adjusted accordingly:
"Health is slightly higher than in World, balancing playtime and player satisfaction. Flinch resistance is also higher, but hunts aren't tedious. Focus Mode allows for more concentrated, fulfilling hunts."
Balancing 14 weapon types requires significant effort. Tokuda clarified the development process:
"Around six planners oversee player experience, collaborating with artists and animators. Great Sword development serves as a prototype, informing the design of other weapons."
The Great Sword's design heavily influences animation development:
"Focus Strikes, a new expression, prioritized feel over performance. The Great Sword, an all-rounder, often serves as the animation prototype. Its Focus Strike's success informed other weapon designs."
The Great Sword's weighty tempo is central to the game's design:
"Heavy-tempo weapons are rare. Ensuring Great Sword enjoyment informs other weapon designs. Its versatility (blocking, AoE attacks) allows straightforward monster engagement."
Fujioka added: "Great Sword's tempo influences other weapons. Focusing on high-tempo weapons might lead to overly fast gameplay, losing the Monster Hunter feel."
While player preferences vary, balancing all weapons equally is impossible. Fujioka emphasized uniqueness:
"Focusing on unique design is better than striving for equal ease of use. However, ensuring a satisfying player experience is crucial. Overpowered weapons are undesirable, so open beta feedback led to significant release version adjustments."
Tokuda illustrated this using the Hunting Horn:
"Its concept is area-of-effect damage. Echo Bubble damage control utilizes its unique sound element. We prioritized maximizing its personality, not just damage. Open beta feedback revealed its self-buffing potential, so we've balanced it for the release version."
While some weapons perform better against specific monsters, the developers aim to avoid overly efficient builds for every monster. Weapon usage naturally narrows in the endgame, but flattening weapon and monster uniqueness would undermine Monster Hunter's core. Fujioka stated:
"Highly efficient weapons gain popularity, but we ensured that dedication to a weapon type allows monster defeat through trial and error."
Wilds' dual-weapon system encourages complementary weapon choices:
"Even with specialized weapons, complementary pairings enhance gameplay."
The decoration system, similar to World, provides specific skill abilities activated via weapon or armor slots. Alchemy allows creation of single-skill decorations, addressing past skill acquisition issues. Fujioka recounted his World experience: "I never obtained Shield Jewel 2, finishing the game with an incomplete build."
Tokuda prefers long-range weapons (Heavy/Light Bowguns) and the adaptable Sword and Shield, facilitating gameplay explanation. He plans to explore all weapons post-release. Fujioka's preference is the Lance:
"I'm a Lance main. Positioning is crucial, and Wilds simplifies minor adjustments. This is a positive for Lance users."
The Lance received significant open beta feedback:
"The Lance's concept wasn't fully realized. Issues with action execution, timing, and accidental actions made it feel dull. Significant improvements are coming for the release version."
The Wilds creators are committed to delivering a great hunting experience, incorporating player feedback to refine weapon balance and gameplay. The game's success reflects the passion of both players and developers. A detailed community update video covers performance enhancements and weapon changes.
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