According to the most recent rumors, Monster Hunter Wilds it will be a truly open world game, rather than divided into closed regions. The source is the well-known DuskGolem, which has repeatedly proven reliable, but in this case we could also say that it is a prediction that we all made to some extent.
The presentation of the game it clearly gives the idea of a large open world and, for years, the market trend has been to offer larger and freely explorable maps. Many games have switched to this formula and after the successes of World and Rise it is not at all strange that Monster Hunter Wilds wants to go in the same direction.
The public rewards open world gamesbut that doesn't mean that creating a great game is enough to create large expanses full of icons and things to do.
A discussion point on the move to the open world for Monster Hunter Wilds
One of the elements that make Monster Hunter itself is its division into missions and the fact that, once you enter a map, it becomes a large combat arena, in which you can gather resources to prepare for the battle and then do battle with the objective of the moment.
You enter, you fight, you exit. The rhythms change from game to game and in case there are particular events with a unique structure, but in general the way in which the player relates to the environment and the contents of the maps is very different from the way in which you play in a open world.
We're not saying one approach is better than the other, but there is undeniably a clear difference between the two models. For example, the mission structure has a certain immediacy that can be lacking in an open world game.
Of course Monster Hunter Wilds could create a single large map that can be freely explored but divided into areas clearly separated by narrow passages, then giving a series of teleportation points for the various regions and containing the missions and related battles in limited areas, basically taking up the exact structure of the saga without any difference. In that case, however, the open-world nature of the game would have no purpose in existing.
The transition to the open world is not a simple technical choice, in other words, it is not just “as before but with more km²” but must bring with it a change in the basic philosophy of the gamefor better or for worse.
By focusing on the good, an open world could make Monster Hunter more cohesive and alive: moving seamlessly, leaving the village and slowly entering a desert or a forest, help us feel part of a reality independent of us.
In terms of gameplay, the authors could perhaps add survival mechanics and give more importance to exploration and discovery of what is found in each area, with more varied secondary missions that go beyond “eliminate 20 small monsters”. Traveling could be made less immediate, so as to prevent the player from choosing any mission in any area, forcing him to prioritize what is nearby before moving to other regions. Perhaps monster captures could become something unique, requiring the player to transport the captured creature to a village and defend it from other monsters along the way. We also imagine there will be more safe points where you can stop to rest and build new equipment, perhaps with objects and recipes not available elsewhere, so as to push us to continually move to get exactly what we need. However, all this could take its toll, for example by making certain grinding and upgrading phases slower.
Monster Hunter Wilds, if he wants to enter an open world, must first of all find a perfect balance between what makes Monster Hunter itself and what can be eliminated, in favor of a new approach. Any extreme solution, too conservative or too innovative, risks producing a game without a clear identity, one of the worst defects for a video game.
This is an editorial written by a member of the editorial team and is not necessarily representative of the editorial line of Multiplayer.it.
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