Monster Hunter Wilds: Weapon Tuning and Design Philosophy
Every Monster Hunter release sparks anticipation among players eager to experience their favorite weapons in a new game. Each of the 14 weapon types retains its unique identity while adapting to 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, impacting weapon design significantly. We spoke with art director and executive director Kaname Fujioka (director of the first Monster Hunter game) and director Yuya Tokuda (involved since Monster Hunter Freedom) to understand Wilds' weapon tuning.
Seamless Hunting and Weapon Adjustments
Wilds' seamless map and dynamic weather necessitated significant weapon adjustments. Tokuda highlights substantial changes to Light and Heavy Bowguns and the Bow. The elimination of base-returning for resource replenishment impacted ranged weapons, which traditionally use consumable ammo and coatings. To address this, Tokuda explains: "Basic damage sources are usable without resource expenditure. Normal, pierce, and spread ammo for Bowguns, and Bow coatings, fire unlimited times while managing a gauge. However, pre-prepared or field-gathered materials allow for crafting powerful attribute ammo."
These changes extended beyond mechanics to design. Fujioka emphasizes the visual representation of Bowgun charging: "We aimed to showcase the charging movement convincingly, especially the cancellation of monster attacks. Technological advancements significantly aided these animation improvements." Enhanced animations improved weapon transitions, influencing hunter actions. Tokuda states: "Weapons are designed for natural use in any situation, even without player input." Previously, healing required sheathing weapons; improved animations changed this.
Focus Mode and Focus Strikes
Wilds' Focus Mode allows directional movement during attacks. Fujioka highlights its development: "Focus Mode, allowing movement while facing a specific direction for continuous attacks, enables precise player control, aligning with their envisioned playstyle. Technological advancements in animation management and evolving gameplay significantly influenced this."
The wound system, triggered by accumulated damage, allows for Focus Strikes, boasting unique animations for each weapon. While initially creating imbalances in the open beta, Tokuda clarifies: "Focus Strike animations highlight weapon uniqueness, but open beta feedback revealed imbalances. We're standardizing them for the release version while retaining individual weapon personalities." Wounds create strategic opportunities, but once a wound becomes a scar, it can't be re-created on that body part. Environmental interactions can also lead to unexpected scars. Tokuda notes that pre-existing monster wounds from turf wars add another layer to the hunting experience.
Monster Health and Toughness
With Focus Mode and wounds increasing damage potential, we inquired about monster health adjustments. Tokuda explains: "Health is slightly higher than in World to maintain appropriate playtime and player satisfaction. Flinch resistance is also higher, but Focus Mode's shorter combat loops compensate, creating a more concentrated hunting experience."
Weapon Development Process
The development of 14 weapon types is extensive. Tokuda explains the team structure: "Around six planners oversee weapon design, collaborating with artists and animation designers. Great Sword development serves as a prototype, informing subsequent weapon creation." The Great Sword's development is prioritized due to its versatility. Fujioka adds: "Focus Strikes, a new element, prioritized feel over performance. Great Sword development often starts first, challenging us to create satisfying animations."
Tokuda emphasizes the Great Sword's unique tempo: "Weapons with a heavy tempo like the Great Sword are rare. Its enjoyable use informs other weapons' designs. The Great Sword's versatility—blocking, AoE attacks, and consistent damage—serves as a benchmark for balancing other weapons." Fujioka adds: "Tuning the Great Sword's tempo enables the creation of higher-tempo weapons without compromising the core Monster Hunter feel."
Weapon Uniqueness and Balancing
The creators prioritize weapon uniqueness over uniform ease of use. Fujioka states: "Focusing on each weapon's unique design is preferred over equal ease of use. However, ensuring a satisfying player experience is crucial. Overpowered weapons are avoided, and open beta feedback led to significant adjustments for the release version."
Tokuda uses the Hunting Horn as an example: "Its concept is area-of-effect damage. Instead of continuous attacks, controlling the area with Echo Bubbles deals damage. We explored how to utilize its unique sound element for damage output. We prioritize maximizing each weapon's personality over raw damage. Open beta feedback on Hunting Horn self-buffs led to adjustments for the release version to prevent it from being the only viable secondary weapon choice."
The developers acknowledge inherent weapon-monster matchups, aiming to avoid overly efficient builds. Fujioka emphasizes: "While highly efficient weapons gain popularity, we ensure that dedication to a specific weapon type allows for monster defeat through persistence." Tokuda highlights the dual-weapon system: "Specialized weapons can complement each other, encouraging diverse loadouts."
Decoration System and Skill Builds
The decoration system, similar to World, allows for skill customization. Tokuda explains: "Decorations have specific skill abilities, activated by placing them in weapon or armor slots. Alchemy allows for single-skill decorations, eliminating the frustration of missing specific skills." Fujioka shares a personal anecdote about struggling with skill acquisition in World.
Favorite Weapons and Open Beta Feedback
Tokuda favors ranged weapons and the adaptable Sword and Shield for its versatility in explaining monster behavior. Fujioka declares his loyalty to the Lance, noting its emphasis on positioning. The Lance's open beta reception prompted adjustments: "The Lance's feedback was significant. Its intended versatility wasn't realized due to issues with action execution. Major improvements are underway for the release version."
Conclusion
The Wilds developers demonstrate a commitment to player feedback, tirelessly refining the game for optimal gameplay. The blend of long-term development experience and passionate player engagement ensures Monster Hunter's continued success as a unique action game.