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 characteristics while adapting to the design of each new title. Monster Hunter: World removed segmented quest areas, and Monster Hunter Rise introduced Wirebug mechanics. In Monster Hunter Wilds, aiming for a seamless hunting experience, how were the weapons tuned?
To understand the design choices, we spoke with 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).
IGN First Monster Hunter Wilds Oilwell Basin Artwork
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The interview revealed weapon development details, addressing player feedback from the November 2024 Open Beta Test.
Seamless World Adjustments
Tokuda highlighted significant weapon adjustments due to Wilds' seamless map and dynamic weather. Ranged weapons, traditionally reliant on consumable ammo and coatings, presented a challenge in a seamless world without restocking points.
"Basic damage sources are usable without resource consumption," Tokuda explained. "Normal, pierce, and spread ammo for Bowguns and coatings for Bows have unlimited use, managed by a gauge. However, pre-prepared or field-gathered materials allow for crafting powerful attribute ammo."
Weapon changes, particularly for ranged weapons, extended beyond mechanics to design. Fujioka emphasized the visual representation of actions.
"We aimed to showcase the movement of charging a Bowgun for special shots," he stated. "Attack-canceling shots are visually convincing, building on previous iterations' focus on clear visual feedback." Technological advancements significantly contributed to these animation improvements. The ability to seamlessly swing, stow, and switch weapons, along with refined transitional animations, broadened hunter capabilities.
"Hunters can use weapons naturally, even without input," Tokuda added. This impacted healing item usage, previously requiring weapon stowing and movement cessation.
Focus Strikes
Wilds' new wound system allows for wounding monsters through continuous attacks on specific body parts. While damage determines wound formation, Focus Strikes in Focus Mode deliver massive damage to wounded areas. Each weapon type boasts unique Focus Strike animations, but Tokuda clarified that balance adjustments were made post-beta to prevent excessive disparity between weapon effectiveness.
The wound system adds strategic depth. Wounds become scars, preventing repeated wounding of the same area. Environmental interactions can also cause scars, adding unexpected gameplay elements. Tokuda mentioned potential additional rewards for hunting already-wounded monsters.
Monster health and toughness were adjusted to maintain appropriate playtime and player satisfaction, considering Focus Mode's impact on shorter, more impactful hunting loops.
Great Sword Tempo
Tokuda revealed that approximately six planners oversaw weapon balancing, collaborating with artists and animators. The Great Sword served as a development prototype, informing the design of other weapons.
Fujioka highlighted the Great Sword's role in animation development. Focus Strikes, a new action element, were initially designed for feel and visual impact, with the Great Sword serving as the initial prototype. Its deliberate tempo, a rarity in other action games, serves as a benchmark for other weapons. The Great Sword's versatility (blocking, area-of-effect attacks, consistent damage output) provides a foundation for balancing faster-paced weapons.
Weapon Personality
The developers prioritized unique weapon design over uniform ease of use. While aiming for a balanced experience, they acknowledged the challenge of avoiding overpowered yet easy-to-use weapons. The Hunting Horn, for example, was designed to excel in area control and sound-based damage, rather than pure damage output. Post-beta adjustments addressed concerns about its use as a self-buffing support weapon. The developers accepted some inherent weapon-monster matchup discrepancies, aiming to avoid overly efficient, universal builds. The ability to carry two weapons in Wilds encourages complementary weapon pairings.
Skill Builds
Wilds' decoration system is similar to World's, with specific skill abilities activated through weapon or armor slots. Alchemy allows for crafting single-skill decorations, addressing the frustration of skill acquisition.
Tokuda and Fujioka shared their weapon preferences: Tokuda favors ranged weapons and the Sword and Shield for adaptability, while Fujioka is a dedicated Lance user. The Lance, however, received significant negative feedback during the beta, prompting major adjustments for the release version.
The developers emphasized their commitment to player feedback and iterative development, aiming to create a balanced and engaging experience for all players.