Monster Hunter Wilds Developers Talk Weapon Changes – IGN First

Monster Hunter Wilds: Weapon Tuning and Design Philosophy
Anticipation always builds before a new Monster Hunter game launches, with players eager to experience their favorite weapons. Each of the 14 weapon types boasts unique characteristics, evolving with each title's design. Monster Hunter: World removed segmented quest areas, while Monster Hunter Rise introduced Wirebug mechanics. Wilds, aiming for a seamless hunting experience, presents a new challenge in weapon tuning.
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).
IGN First: Monster Hunter Wilds Oilwell Basin Artwork
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, required rebalancing to avoid hindering seamless gameplay.
"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 extended beyond mechanics, impacting design. Fujioka emphasized visual clarity: "We aimed to showcase the Bowgun charging animation for special shots, visually representing attack cancellations." Technological advancements played a crucial role in enhancing these animations. Improved transition animations between actions broadened hunter capabilities.
"Weapons are designed for natural use in any situation, even without player input," Tokuda added. Previously, healing required sheathing weapons; animation improvements eliminated this restriction.
Fujioka further elaborated on Focus Mode: "Focus Mode allows directional movement during attacks, enabling continuous attacks while slightly off-target. We aimed to realize players' envisioned gameplay." Technological advancements in animation management significantly influenced these changes.
Focus Strikes
Wilds introduces a wound system, where continuous attacks on a monster's body part inflict wounds, allowing for devastating Focus Strikes in Focus Mode. Each weapon type features unique Focus Strike animations, though the developers clarified that while visually distinct, the underlying damage is standardized to avoid excessive imbalances.
The wound system offers strategic options. Wounds can be created through accumulated damage or environmental factors. Once a wound becomes a scar, it cannot be re-inflicted on the same body part. Late-game scenarios offer environmental opportunities for inflicting unexpected scars. Monsters may even enter combat with pre-existing wounds, offering unique hunting opportunities and rewards.
Monster health and toughness were adjusted to maintain appropriate playtime and player satisfaction, while Focus Mode aims to create more rewarding, concentrated hunting experiences.
Great Sword Tempo
Weapon development involved approximately six planners responsible for player experience, alongside artists and animation designers. The Great Sword served as a prototype, influencing the design of other weapons.
Fujioka highlighted the Great Sword's role in animation development: "Focus Strikes were conceived with feel and enjoyment in mind, starting with the Great Sword. Its all-around nature makes it ideal for prototyping animations."
Tokuda emphasized the Great Sword's unique tempo: "Weapons with a heavy tempo like the Great Sword are rare. Its enjoyable use informs the design of other weapons, differentiating them while maintaining the core Monster Hunter experience."
Weapon Personality
The developers prioritized unique weapon design over uniform ease of use. While aiming for balanced gameplay, they acknowledged the open beta's feedback, leading to adjustments for the release version. Tokuda used the Hunting Horn as an example: "Its concept is area-of-effect damage control, utilizing sound effects. We focused on maximizing its personality, not just damage output." Open beta feedback on the Hunting Horn's self-buffing capabilities led to adjustments for the release version.
The developers acknowledge inherent weapon-monster discrepancies, aiming to avoid overly efficient builds that homogenize gameplay. They believe that dedicated players can master any weapon through persistence.
The ability to carry two weapons allows for complementary builds, further enriching gameplay.
Skill Builds
The decoration system in Wilds resembles World's, with skill abilities activated by placing decorations in weapon or armor slots. Alchemy allows for crafting single-skill decorations, addressing the frustration of unobtainable skills.
Tokuda prefers long-range weapons and the Sword and Shield, while Fujioka remains a Lance main, highlighting the improved positioning options in Wilds. The Lance's open beta feedback led to significant improvements for the release version, addressing issues with action execution and overall feel.
The developers emphasized their commitment to player feedback, aiming to create the best possible hunting experience. They continue to refine the weapons, striving for a balanced and engaging gameplay experience.
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