Monster Hunter Wilds: A Focus on Starting Equipment
Many Monster Hunter players cite crafting equipment from hunted monsters as a key source of enjoyment. The satisfaction of a complete armor set and matching weapon, earned through persistent hunting, is a series staple. This equipment design philosophy – harnessing monster power through crafted gear – has been central to the series since its inception. Players overcome powerful beasts, then incorporate their abilities to become even stronger.
In an IGN interview, Executive Director and Art Director Kaname Fujioka discussed this design concept: "While the range of our designs has now grown broader, we used to be very conscious of the kind of idea that if you're wearing Rathalos' equipment, you'll look like Rathalos." Wilds introduces new monsters and their unique equipment, such as Rompopolo's plague doctor-esque head armor.
However, the developers emphasize the significance of the starting equipment. Fujioka states, "I designed the starting weapons for all 14 weapon types from scratch…Until now, players would begin the game as a new hunter, and so they would tend to start with truly primitive and simple weapons. But as the protagonist is a chosen hunter in this game, it actually wouldn't feel right for them to be carrying a plain weapon. I wanted to make it feel like you're a bit of a star, even when you're only carrying starting equipment."
The considerable effort invested in the 14 starting weapons and the Hope armor aims to establish the player character as a seasoned, impressive hunter from the outset. The game's attention to detail in this initial equipment is noteworthy.