Monster Hunter Wilds: Weapon Tuning and Design Philosophy
With each new Monster Hunter installment, players eagerly anticipate how their favorite weapons will feel. This article delves into the design and tuning philosophies behind the 14 weapon types in Monster Hunter Wilds, as discussed with Art Director and Executive Director Kaname Fujioka and Director Yuya Tokuda.
Seamless Hunting Experience:
Wilds' seamless map and dynamic weather significantly impacted weapon design. Tokuda highlights substantial changes to the Light and Heavy Bowguns and the Bow, addressing the challenge of ammo and coating management without the traditional base-restocking mechanic. Basic ammo types now have unlimited use, balanced against the crafting of powerful, attribute-based ammo.
Visual Clarity and Fluid Animations:
Fujioka emphasizes the importance of visual clarity, showcasing the charging animations of Bowguns and ensuring visually convincing attack cancellations. Technological advancements have enabled more detailed transitional animations, enhancing the flow of combat and allowing actions like healing while moving. The newly introduced Focus Mode, allowing directional movement during attacks, further enhances player agency.
Focus Strikes and Wound System:
The wound system, triggered by accumulated damage to a monster's body part, introduces a new strategic layer. Focus Strikes, activated in Focus Mode, deal massive damage to wounded areas. While each weapon type has unique Focus Strike animations, the developers balanced damage output to avoid excessive disparity between weapon types. The wound system, alongside flinching and part breaking, provides additional tactical options. Environmental interactions can also lead to unexpected wounds and additional rewards.
Monster Health and Toughness:
Monster health is slightly increased compared to World, maintaining appropriate playtime and player satisfaction. Increased flinch resistance is offset by Focus Mode's ability to deliver concentrated damage, resulting in more efficient hunts.
Weapon Development Process:
The 14 weapon types are overseen by approximately six planners, collaborating with artists and animators. The Great Sword serves as a development prototype, its design influencing the tuning of other weapons. The team prioritizes both fun and visual appeal.
Great Sword's Central Role:
The Great Sword's deliberate tempo, unique in many action games, serves as a benchmark for other weapons. Its versatility and straightforward combat style provide a foundation for balancing faster-paced weapons. Maintaining the Great Sword's satisfying gameplay loop helps ensure the overall Monster Hunter feel.
Weapon Uniqueness and Balancing:
The developers prioritize unique weapon characteristics over uniform ease of use. While aiming for balance, they acknowledge that certain weapons will naturally excel against specific monsters. The ability to carry two weapons allows for complementary builds, mitigating potential imbalances.
Decoration System and Skill Builds:
The decoration system, similar to World, allows for skill customization. The introduction of single-skill decorations through alchemy addresses the frustration of obtaining specific skills.
Developer Preferences and Open Beta Feedback:
Tokuda favors long-range weapons and the Sword and Shield, while Fujioka's preference is the Lance. The open beta revealed significant feedback, particularly concerning the Lance's performance. The developers are addressing these issues before the official release.
The developers' commitment to player feedback, coupled with their deep understanding of Monster Hunter's core gameplay, ensures a refined and engaging experience. The team's dedication to preserving weapon uniqueness while striving for balance defines the enduring appeal of the Monster Hunter series.