{"id":15845,"date":"2018-03-23T00:02:00","date_gmt":"2018-03-23T00:02:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/315761"},"modified":"2018-03-23T00:02:00","modified_gmt":"2018-03-23T00:02:00","slug":"how-capcom-designed-monster-hunter-world-to-feel-approachable-and-alive","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2018\/03\/23\/how-capcom-designed-monster-hunter-world-to-feel-approachable-and-alive\/","title":{"rendered":"How Capcom designed Monster Hunter: World to feel approachable and alive"},"content":{"rendered":"<p dir=\"ltr\"><span id=\"docs-internal-guid-1fe24d15-4ff9-1fff-270e-0207b7b30aee\">Game director Yuya Tokuda and senior manager of global production Peter Fabiano played to a packed room today at GDC 2018 with their postmortem of <em>Monster Hunter: World<\/em>.<\/span><\/p>\n<p><span id=\"docs-internal-guid-1fe24d15-4ff9-1fff-270e-0207b7b30aee\">The game debuted early this year and\u00a0proved <a href=\"https:\/\/www.gamasutra.com\/view\/news\/315203\/Monster_Hunter_World_ships_75M_units_in_under_two_months.php\">a smashing success<\/a>, especially in the West, where it seems to have been embraced by more players than any other entry in\u00a0the long-running series &#8212; in part because it&#8217;s a bit more approachable and forgiving.<\/span><\/p>\n<p><span id=\"docs-internal-guid-1fe24d15-4ff9-1fff-270e-0207b7b30aee\">Nevertheless, Fabiano says that it was designed to be very much in line with the three core pillars of the <em>Monster Hunter<\/em> franchise: compelling action, convivial multiplayer, and an engaging upgrade loop for weapons and equipment.<\/span><\/p>\n<p><span id=\"docs-internal-guid-1fe24d15-4ff9-1fff-270e-0207b7b30aee\">From the beginning, Tokuda\u2019s goal with <em>World<\/em> was to create a game with a dense, seamless world; <em>Monster Hunter<\/em> was the game series that inspired him to join Capcom, and as a director on <em>World<\/em> he wanted to try and break down the artificial barriers between zones which have been a hallmark of the series.<\/span><\/p>\n<h2><span><strong>Breathing life into\u00a0the\u00a0<em>World\u00a0<\/em>of\u00a0<em>Monster Hunter<\/em><\/strong><\/span><\/h2>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-1fe24d15-5010-8212-a2b8-f22041ce18b9\">He showed footage of an early prototype (built by 50-70 people in about 18 months) of <em>World<\/em>, highlighting multiple examples of how the team took pains to try and make this game feel more \u201calive\u201d with little touches like making player characters animate in specific ways to look at nearby creatures, or fine-tuning monster movement code so they would move naturally through the environment.<\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-1fe24d15-5010-8212-a2b8-f22041ce18b9\">\u201cIn previous <em>Monster Hunter<\/em> titles, the routines for movement where such that monsters would actually get stuck in between the trees,\u201d said Tokuda, by way of example. \u201cWhat we did this time around was we customized the tech so that we could have monsters move around without getting stuck.\u201d<\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-1fe24d15-5010-8212-a2b8-f22041ce18b9\">The team also tried to make the environments of <em>World<\/em> feel more alive by fiddling with the creatures to make them more life-like, taking pains to ensure that monsters would attack and interact with each other like real animals. In <em>World<\/em>, for example, the smaller \u201cfodder\u201d monsters will sometimes gang up and attack the larger trophy monsters, giving the player a bit of help.<\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-1fe24d15-5010-8212-a2b8-f22041ce18b9\">\u201cUp until now, the smaller monsters were only enemies,\u201d Tokuda continued. \u201cBut with this game we wanted to show they can be either friend or foe.\u201d<\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-1fe24d15-5010-8212-a2b8-f22041ce18b9\">He also said the team took special pains to make confronting the big monsters feel dynamic, devoting resources to expanding and refining the process of taking down a big enemy &#8212; each of whom is created with a very clear theme.<\/span><\/p>\n<p dir=\"ltr\">&#8220;With each creature, we also wanted to have a very unique sort of characteristic that\u00a0stood out and made them unique,&#8221; he said. &#8220;[For example] their\u00a0attack style, maybe a creature moves very mechanically and so has an almost bulldozer-like attack; that becomes a motif for the creature. Having said that, we also then have to go back and make sure it fits into this living, breathing environment.&#8221;<\/p>\n<p dir=\"ltr\"><span>The team spent a lot of time fine-tuning the ways a player can \u201cmount\u201d a monster and move around while riding it, for example, and they also invested heavily in ensuring that bosses would be vulnerable to environmental dangers &#8212; either those crafted by the player (flash bombs, triggerable environmental hazards) or those inherent to the environment, like fast-flowing rivers or other, bigger monsters.<\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-1fe24d15-5010-8212-a2b8-f22041ce18b9\">\u201cYou spend so much time with the boss battles in <em>Monster Hunter<\/em>, so we tried to utilize a broad number of methods to have a good variety, and keep a good tempo going,\u201d he continued. \u201cThis is how we were able to realize <em>Monster Hunter: World<\/em>\u2019s most ambitious change: to make it possible to use the environment.\u201d<\/span><\/p>\n<p dir=\"ltr\"><strong>Bonus Round: Making\u00a0<em>Monster Hunter\u00a0<\/em>more approachable<\/strong><\/p>\n<p dir=\"ltr\">In responding to audience questions after the talk, Tokuda\u00a0opened up a bit about how\u00a0<em>Monster Hunter: World&#8217;s<\/em>\u00a0was designed to be more approachable to a broader variety\u00a0of players. It&#8217;s an interesting subject given how well the game has done internationally, and Tokuda\u00a0said a lot of it came down to playtesting this game with Western audiences.<\/p>\n<p dir=\"ltr\">&#8220;For\u00a0the Japanese domestic market, we did not do any playtesting;\u00a0we have resources\u00a0internally, and obviously as a Japanese team we have those sensibilities and we think we know our audience pretty well,&#8221; he said. &#8220;For overseas, we actually had two testing opportunities, one in North America and one in the UK&#8230;in addition, when we were out at conferences and events, we could get live feedback and playtesting on our demo.&#8221;<\/p>\n<p dir=\"ltr\">In response to another question he gave a specific example of how this Western playtesting\u00a0pushed the team to change something that&#8217;s core to the\u00a0<em>Monster Hunter\u00a0<\/em>franchise: how the player understands how much damage they&#8217;re doing in combat.\u00a0<em>World\u00a0<\/em>gives players the option to see damage numbers pop off every time they hit n enemy, something Tokuda said Japanese players would not appreciate.<\/p>\n<p dir=\"ltr\">&#8220;We felt like perhaps the Japanese userbase may not welcome this change: to show damage, up until now you would have to judge from the reaction of the monsters,&#8221; said Tokuda. &#8220;But the Western users, when we did a lot of focus testing, the feedback was that they wanted to see something\u00a0immediately. But the Japanese users might not want this option, so we included it as an option to show or not show [how much damage you&#8217;re doing].&#8221;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Game director Yuya Tokuda and senior manager of global production Peter Fabiano played to a packed room today at GDC 2018 with their postmortem of Monster Hunter: World. The game debuted early this year and\u00a0proved a smashing success, especially in the West, where it seems to have been embraced by more players than any other [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":15846,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-15845","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/15845","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=15845"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/15845\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/15846"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=15845"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=15845"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=15845"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}