„It is important not to overwhelm players“ – The chief developers of Monster Hunter Wilds in the interview

At gamescom 2024, MeinMMO editor-in-chief Leya asked the lead developers of Monster Hunter: Wilds a few questions about the action RPG. A good game introduction plays an important role for the team.

At gamescom 2024, it’s possible for the first time to play a demo of the new main installment of Monster Hunter.

Monster Hunter World established the franchise in the West in 2018 with the release on PS4, Xbox, and PC. Before that, Monster Hunter was more of a niche presence for us on handheld consoles. Even then, the title came with some comfort features that were previously unknown. All of these made it easier to get into monster hunting.

I remember well how some veterans were not satisfied back then, as the challenge in all aspects of the game was simply part of it for them.

When playing the demo, I immediately noticed that a few new comfort features have been added. I asked the lead developers about this and spoke with:

  • Ryozo Tsujimoto – Producer
  • Kaname Fujioka – Executive Director and Art Director
  • Yuya Tokuda – Director

MeinMMO: I played the demo today, and it was really fun. It was also cool that we could play in multiplayer mode. One thing that immediately stood out to me is that it’s even a bit more beginner-friendly than Monster Hunter World seems. Is that intentional?

Ryozo Tsujimoto: Yes, that’s intentional. We took the feedback from Monster Hunter World to heart and revised things we thought players might find difficult or have issues with, especially since the map is now much bigger and you might get lost more easily.

MeinMMO: Are you referring to the autopilot of the new mount monster Seikret?

Ryozo Tsujimoto: You can navigate the large maps with the monster, but as you said, with the autopilot, if you want to go to specific locations with the monsters, you can now be automatically ridden there. This is especially helpful for new players who might get lost.

Start video
Monster Hunter Wilds – Trailer shows new area and new monsters

New players should receive help

MeinMMO: I remember when Monster Hunter World came out, there were many discussions about the bugs that show monster tracks and made it easier to find them than in previous installments. Are you worried that hardcore players will be critical of the autopilot?

Ryozo Tsujimoto: We are working to improve usability and comfort to help new players by offering options to disable [like the autopilot] or options for players who are not familiar with the series.

MeinMMO: What would you say might be more for advanced players? You already mentioned that you integrated the autopilot for beginners.

Yuya Tokuda: I don’t think functions are explicitly just for beginners or advanced players. It’s simply an improvement in usability that benefits everyone, like the autopilot.

Even experienced players will benefit from it. It gives them the opportunity to focus on other things while riding. So everyone benefits. It depends on how you use it.

MeinMMO: I can imagine that this is especially relaxing in co-op. You can chat a bit while the mount runs automatically and exchange weapons.

Yuya Tokuda: Definitely. Players can gather resources on the map while they are on the monster. If you get lost, you can easily find the group again. No one has to focus on finding the way and can take time for other things.

An online service game should not be Monster Hunter

MeinMMO: One thing I’ve always wondered about Monster Hunter World is why you didn’t turn it into a service game? You could have stuck with World and continuously released new expansions, and players would have been happy. Have you ever thought about that?

Kaname Fujioka: We have made an online service game before. So it’s not like we don’t have experience in this area. But I think if you look at all the Monster Hunter games, the fundamentals are similar.

Every game in the series you play has the same approach, but there are some differences in the fundamentals. A new game allows us to make some changes and take other directions, which we wouldn’t know if we only had a base game.

Of course, with DLCs you get new content, but you can’t play with the fundamentals and create something new here.

MeinMMO: What are the fundamentals of Monster Hunter Wilds?

Kaname Fujioka: We are solely taking advantage of the latest generation of console hardware and PC. We are using this technology to create an immersive world that players can dive into. We let the player immerse themselves in the world, and where they want to go next is up to them.

Monster Hunter is getting bigger, but it’s still not an open world

MeinMMO: Are you moving more towards open world?

Yuya Tokuda: We have not set out to develop an open-world game, and of course, the definition of an open-world game is not fixed. Rather, we want to create an uninterrupted connection between the camp and the map to facilitate a more intense experience.

But yes, maybe it feels like we are moving more in that direction.

MeinMMO: The maps are getting larger, but how diverse will they be? I have to admit, when I saw the first trailer, I thought: “Oh no, another desert.” What other types and environments can we expect?

Kaname Fujioka: There are dunes in the desert, but it’s not just made up of sand.

There is also a great variety within the desert area, such as caves to explore, cliffs, and savannas. There is definitely variation within the same environment.

The second map we showed is set in a forest, which obviously offers a completely different atmosphere.

MeinMMO: What about underwater areas where you can fight?

Imagine laughter here, as underwater fights are a very specific topic in the monster hunter community.

Yuya Tokuda: No, there will be no underwater fights in Wilds.

MeinMMO: If everything is getting bigger now, will it also take longer to play the campaign?

Yuya Tokuda: We don’t want to make hour comparisons, but we are really excited to see how the story will be received. As for the story, we don’t want to reveal too much before the release, as we want players to experience it themselves.

It’s always important not to overwhelm players

MeinMMO: The story is also a tool to introduce new monsters and present them. One might feel that the story is mainly there for that purpose. That comment was also made more frequently by the community regarding World. Do you want to get even more out of the story?

Kaname Fujioka: I think it’s always important not to overwhelm players.

I think it’s only natural that the progression structure is there to introduce new monsters, but also to provide players with information they can use.

But we have taken the feedback from Monster Hunter World to heart and even developed a kind of immersive style in which the story unfolds for the player.

More on the topic
FYNG gamescom 2024: What to expect at the exclusive show by GameStar, GamePro, and MeinMMO
von Cedric Holmeier

MeinMMO: I really enjoyed playing the demo. However, I do have one criticism that I care about. I find it silly when Palicos can talk, and I really like the meowing!

Yuya Tokuda: Don’t worry! You can adjust the meow language in the audio settings in the game. You will then receive subtitles that provide you with all the important information.

Palicos are the intelligent cats in Monster Hunter that walk on two legs and assist players with their active help. They usually emit the cutest meows imaginable. In Monster Hunter Wilds, they are fully voiced for the first time.

With this information, I was very happy. However, the interview didn’t end here. The first – or rather the last part – has already been published. It’s such a cute story that I dedicated a whole article to it:

I accidentally broke the lead developers of Monster Hunter: Wilds with a question at gamescom

This is an AI-powered translation. Some inaccuracies might exist.