Monster Hunter: World’s Developers Breaks Down the Design of Coral Highlands

Are you interested in the thought process that goes into making a Monster Hunter map? Game Informer recently sat down with the developers of Monster Hunter: World, and talked at length about the design of Coral Highlands. Monster Hunter: World is releasing January 26, 2018 on PlayStation 4, Xbox One, and PC.

Monster Hunter: World’s Kaname Fujioka, executive director, speaks at length about the design of Coral Highlands, here are some choice quotes:

“The concept was that players will have been through the Ancient Forest and then they’ll have been to the Wildspire Waste, which are relatively realistic stages. They look like they could take place somewhere on Earth, albeit on a large scale. Once you got used to that and became accustomed to that, we wanted to surprise players – not just in terms of visuals, but also gameplay.”

“Seeing how the winds and the strong currents affected the way that everything lives in this area – even the grasses and plants, they don’t grow very tall, because they wouldn’t be able to withstand the winds, so they grow in little puffy bunches,” Fujioka says. “The way the grass grows affects how the herbivores eat the grass, and that affects how the carnivores eat the herbivores. It all flows out from this baseline concept.”

He also speaks about how important it is for designers to go out and see new things:

“It’s really important for designers to get out and about all over the world, because there are so many types of climates that you can’t experience in Japan,” he says. “You have to get personal hands-on experience with a place in order to really understand it and to put that into your work.”

There’s a lot more to read at Game Informer.

Monster Hunter: World will release January 26, 2018 on PlayStation 4, Xbox One, and PC.

[Source: Game Informer]