With each new *Monster Hunter* release, players eagerly anticipate experiencing their favorite weapons in the latest iteration. All 14 weapon types retain their unique identities while adapting to each game's mechanics. *Monster Hunter: World* revolutionized exploration, while *Monster Hunter Rise* introduced the dynamic Wirebug. *Monster Hunter Wilds*, aiming for a seamless hunting experience, presents its own set of design considerations. To understand the weapon tuning philosophy behind *Wilds*, we interviewed Art Director and Executive Director Kaname Fujioka (also director of the first *Monster Hunter* game) and Director Yuya Tokuda (involved since *Monster Hunter Freedom*).
IGN First Monster Hunter Wilds Oilwell Basin Artwork
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Our discussion revealed the conceptual and developmental processes behind various weapons, highlighting adjustments based on feedback from the November 2024 Open Beta Test.
Adjustments for a Seamless World
Tokuda explained significant weapon adjustments necessitated by *Wilds’* seamless map and dynamic weather. The Light and Heavy Bowguns, and the Bow, underwent substantial changes. Previous titles required base returns for ammo replenishment; *Wilds* eliminates this, impacting ranged weapons heavily reliant on consumable ammo and coatings.
"We designed basic damage sources to be resource-free," Tokuda stated. "Normal, pierce, and spread ammo for Bowguns, and Bow coatings, fire unlimited times, managed by a gauge. However, pre-prepared or field-gathered ammo remains viable, influencing our balancing."Weapon adjustments considered gameplay mechanics and design, with ranged weapons showing the most significant changes. Fujioka emphasized visual enhancements:
"We aimed to showcase the Bowgun charging animation for special shots, visually emphasizing attack cancellations. Technological advancements significantly aided these animation improvements."Weapon transitions were refined, impacting hunter actions. Tokuda highlighted a key design principle:
"Weapons are designed for intuitive use in any situation, even without input. For instance, healing no longer requires sheathing your weapon."Fujioka added:
"*Wilds’* Focus Mode allows directional movement during attacks, enabling continuous combat while slightly off-target. We prioritized fulfilling player expectations." He noted that technological advancements in animation management and gameplay shifts heavily influenced development.Focus Strikes
The new wound system allows continuous attacks on specific monster body parts to inflict wounds. Damage accumulation determines wound formation; environmental factors or monster battles contribute more readily. Weapon type doesn't affect wound creation, only damage accumulation.
Focus Strikes, activated in Focus Mode, deliver massive damage to wounded monsters. Unique animations for each weapon type were created. Tokuda addressed balance concerns arising from the open beta:"Focus Strike animations highlight weapon uniqueness, but the open beta revealed imbalances. While we retain weapon personality, we're standardizing power for the release version."The wound system offers strategic hunting options. Wounds become scars, preventing repeated wounds to the same area. Environmental interactions can lead to unexpected scars. Tokuda elaborated on monster encounters:
"Monsters start unwounded, but exploration might reveal pre-wounded monsters due to turf wars. These offer unique hunting opportunities and potential rewards, including gems."Focus Mode and wounds enhance powerful attacks, such as the Great Sword's Charged Slash. Monster health and toughness were adjusted:
"Health is slightly higher than in *World*, balancing playtime and player satisfaction. Flinch resistance is also higher, but Focus Mode promotes shorter, more rewarding hunts."The Tempo of the Great Sword
Balancing 14 weapon types requires extensive development. Tokuda explained the team structure:
"Around six planners oversee player experience, collaborating with artists and animators. Great Sword development serves as a prototype, informing subsequent weapon creation."Designers and artists prioritize fun and visual appeal. Fujioka discussed the impact of Focus Strikes on the art team:
"Focus Strikes, a new expressive element, prioritized feel over performance. The Great Sword, an all-rounder, serves as our animation starting point. Its Focus Strike's success inspired further weapon development."The Great Sword's influence extends beyond expectations. Tokuda elaborated:
"Great Sword's heavy tempo is unique in action games. Its enjoyable gameplay informs other weapon designs. It's versatile, offering blocking, area-of-effect attacks, and straightforward combat."Fujioka added:
"The Great Sword's tempo helps balance faster weapons. Maintaining this balance ensures a true *Monster Hunter* experience."Weapons with Personality
Player preferences inevitably lead to some weapons being more popular than others. The developers aim for individuality rather than uniform ease of use.
Fujioka stated, "We prioritize unique weapon design over uniform ease of use, addressing any issues impacting the player experience. Overpowered, easy-to-use weapons are avoided; open beta feedback resulted in significant changes for the release version."Tokuda illustrated this with the Hunting Horn:
"Its concept is area-of-effect damage. We leveraged its sound element for damage output. Open beta feedback revealed Hunting Horn self-buffs were too strong; the release version balances this for end-game content."Weapon effectiveness varies per monster. The developers aim to avoid overly efficient builds, preserving weapon and monster uniqueness. Fujioka commented:
"While efficient weapons gain popularity, we ensure that dedicated players can succeed with any weapon through persistence."Tokuda highlighted the dual-weapon system:
"Complementary weapon choices are encouraged, even with specialized weapons."Build Your Own Skills
The decoration system impacts skill builds. Tokuda described it:
"Decorations are similar to *World*, offering specific skills activated via weapon or armor slots. Alchemy allows creation of single-skill decorations, eliminating skill acquisition issues."Fujioka shared a personal anecdote:
"I never obtained the Shield Jewel 2 in *World*, hindering my build completion."Regarding weapon preferences, Tokuda favors ranged weapons and the adaptable Sword and Shield, while Fujioka remains a Lance main. Fujioka explained:
"Lance prioritizes positioning. *Wilds’* improved minor adjustments during attacks enhance the Lance experience."The Lance received significant open beta feedback. Tokuda addressed this:
"The Lance's open beta performance didn't meet expectations. Issues with action execution and timing are being addressed for the release version."The *Wilds* team is committed to delivering an optimal hunting experience, incorporating player feedback. Their dedication, combined with player passion, continues to define *Monster Hunter’s* success. Tokuda's community update video provides further details on performance enhancements and weapon changes.