Monster Hunter Wilds: Weapon Tuning and Design Philosophy
Players eagerly anticipate each new Monster Hunter installment, curious about how their favorite weapons will feel. Each of the 14 weapon types retains its unique characteristics 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 tuning. We interviewed art director and executive director Kaname Fujioka (director of the first Monster Hunter game) and Wilds director Yuya Tokuda (involved since Monster Hunter Freedom) to discuss these changes.
IGN First Monster Hunter Wilds Oilwell Basin Artwork
6 Images
The interview revealed weapon development details, addressing player concerns and adjustments based on the November 2024 Open Beta Test feedback.
Seamless World Adjustments
Wilds' seamless map and dynamic weather significantly altered weapon usage. Tokuda highlighted substantial changes to Light and Heavy Bowguns and the Bow. The removal of base resupply necessitated changes to ranged weapons, which traditionally use consumable ammo and coatings.
"Basic damage sources are now resource-free," Tokuda explained. "Normal, pierce, and spread ammo for Bowguns and Bow coatings have unlimited use, managed by a gauge. However, pre-prepared or field-gathered materials allow for powerful, attribute-enhanced ammo."
Weapon adjustments considered Wilds' new elements, with ranged weapons undergoing the most significant changes. Fujioka emphasized design improvements beyond mechanics.
"We aimed to visually represent Bowgun charging," he stated. "Attack-canceling shots are convincingly depicted. We've focused on clear visual feedback since the previous game."
Technological advancements facilitated these animation improvements, impacting weapon transitions and hunter actions.
"Weapons are designed for natural, contextual use," Tokuda added. "This is especially crucial during input limitations." Previously, healing required sheathing weapons; animation improvements changed this.
Fujioka continued: "Focus Mode allows directional movement during attacks, slightly off-center from the target. We aimed to realize players' envisioned gameplay. Technological leaps in animation management and evolving gameplay significantly impacted action game design. We strive to meet players' desires for in-the-moment actions."
Focus Strikes
Wilds introduces a system for wounding monsters through continuous attacks on specific body parts. Wound formation depends on damage dealt; environmental elements or monster battles inflict wounds more easily. Player weapons create wounds through accumulated damage, regardless of weapon type.
Focus Mode enables Focus Strikes, dealing massive damage to wounded monsters. Unique animations were created for each weapon type, initially creating balance issues during the open beta.
"Focus Strike animations highlight each weapon's uniqueness," Tokuda clarified. "However, the open beta revealed imbalances; some were overpowered, others underpowered. We're standardizing them for the official release while retaining weapon personality."
The wound system adds a strategic layer; wounds become scars, preventing repeated wounding of the same area. Late-game environmental interactions can create unexpected scars.
"Monsters start unwounded, but in Wilds, exploration can lead to pre-existing wounds from turf wars," Tokuda explained. "Hunting wounded monsters might yield additional rewards, including gems."
Focus Mode and wounds facilitate powerful attacks, such as the Great Sword's Charged Slash. Monster health and toughness were adjusted accordingly.
"Health is slightly higher than in World to maintain playtime and player satisfaction," Tokuda stated. "Flinch resistance is also higher, but Focus Mode allows for more concentrated, rewarding hunts."
Great Sword Tempo
Tuning 14 weapon types requires extensive development. Tokuda explained the team structure.
"About six planners oversee weapon design and player experience. Artists and animators collaborate on movement and weapon usage. We start with the Great Sword as a prototype, then refine other weapons based on that."
Designers and artists prioritize fun and visual appeal. Focus Strikes inspired the art team.
"Focus Strikes were a new expressive form," Fujioka explained. "We started with the Great Sword, an all-rounder, focusing on feel before performance. It's a core weapon, and its Focus Strike success encouraged us."
The Great Sword plays a significant role in animation development.
"Heavy-tempo weapons like the Great Sword are rare," Tokuda noted. "We ensure its fun factor first. Other weapons are differentiated from it. The Great Sword is well-rounded; it blocks, has AoE attacks, and allows straightforward combat."
"A fun Great Sword experience facilitates quicker-tempo weapon design," Fujioka added. "Focusing on high-tempo weapons could lead to overly fast gameplay. Balancing both creates the Monster Hunter feel."
Weapon Personality
Each hunter has a favorite weapon, but some weapons inevitably become more popular. The developers prioritize weapon uniqueness over equal ease of use.
Fujioka explained: "We focus on weapon uniqueness, not equal ease of use. However, ensuring a satisfying player experience is crucial. Overpowered, easy-to-use weapons are problematic; open beta feedback led to significant changes."
Tokuda used the Hunting Horn as an example.
"Its concept is area-of-effect damage," he said. "Instead of continuous attacks, Echo Bubble-like abilities control the area. We leveraged its sound element for damage output. We prioritize maximizing each weapon's personality."
The open beta highlighted the Hunting Horn's potential for self-buffing before switching weapons. Adjustments were made for the release version.
Weapon effectiveness varies against different monsters. The developers aim to avoid overly efficient builds for every monster, preserving weapon and monster uniqueness.
Fujioka stated: "While highly efficient weapons gain popularity, we ensure that dedicated players can succeed with any weapon through practice."
Wilds' dual weapon system allows for complementary weapon choices.
"Even with specialized weapons, complementary pairings enhance gameplay," Tokuda added.
Skill Builds
The decoration system impacts skill builds. Tokuda described the system.
"Decorations are similar to World's system, with specific skill abilities. Skills activate via weapon or armor slots. Alchemy allows for single-skill decorations, eliminating skill acquisition issues."
Fujioka shared a personal anecdote about World's decoration system.
Tokuda prefers long-range weapons and the adaptable Sword and Shield, while Fujioka is a Lance main.
"I'm a Lance main," Fujioka admitted. "Positioning is crucial; Wilds' minor adjustment options benefit Lance users."
The Lance received significant open beta feedback.
"The Lance's concept wasn't fully realized in the beta," Tokuda explained. "Issues with guarding, timing, and accidental actions made it feel dull. We're making major improvements."
The Wilds creators are committed to delivering a refined experience, incorporating player feedback. Their dedication and player passion continue to drive the Monster Hunter series' success. A community update video details performance enhancements and weapon changes.