So i was recently alerted to this article [https://www.gamespot.com/articles/monster-hunter-world-devs-weigh-in-on-loot-boxes/1100-6454539/] on Gamespot and i think theres some things in there people should read.
I think this kind of behavior should be rewarded, not that i was ever going to skip out on a Monster Hunter game.
What are your thoughts?
Producer Ryozo Tsujimoto when asked about adding lootboxes to MH:W said:I think that Monster Hunter has already built that kind of randomized, item reward into the gameplay. Whenever you carve a monster after a hunt, you don't know what you're gonna get within a certain range. You've got certain rare parts that you almost never get. You've got some of the ones you don't need that you get a lot of. And then there are the rewards for the quest as well. There are some [rewards] that are standard, there are some that are randomized, and a bit bigger or smaller chance of getting them.
You've already kind of got loot as a core gameplay aspect without having to shove a microtransaction version of it in.
Our focus is on wanting to get people to play our action game and feel the kind of satisfaction that comes with the achievement you get with completing a hunt and getting rewards. We want people to have the experience that we've made for them rather than the option to skip the experience.
Director Yuuya Tokuda said:I wouldn't see a paid loot box or paid system for getting random items as fitting Monster Hunter because it isn't a game where the strength of the items is the key aspect of how you proceed.
The idea is that the time you spend hunting and the action part of the game is how you brush up on your skills. And then of course you get rewards of better items; but by skipping out on the part where you get better and hunt--if you're simply getting more items--I don't think that'll be a very satisfying experience for players because it wouldn't even necessarily make it that much more of a time saver if you haven't got the skill to use the items you've gotten.
In short, these people are (for now at least) more interested in building a game for people to enjoy playing than they are in building an virtual apparatus for drawing blood from rocks.Director Kaname Fujioka said:I think the games that successfully do loot box systems are designed around them completely from the outside and they're a core part of the gameplay loot.
Whereas as our loop, it's more based on the gameplay action itself, then gathering items, then using that to create better gear, and then using that to go and do more action gameplay. We would have to fundamentally rethink our gameplay loop. When you're including loot boxes you have to make them desirable to players and make them want to have them by introducing them in basic gameplay. And then that leads to further opportunities for purchasing to save time or get cooler items. And with our gameplay, we can't just put them in there and have it work. We'd have to have a substantial re-think, which is not something we're particularly planning to do at this time.
I think this kind of behavior should be rewarded, not that i was ever going to skip out on a Monster Hunter game.
What are your thoughts?