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During a recent preview event, I asked Monster Hunter series producer Ryozo Tsujimoto whether his team ever considered adding loot boxes to Monster Hunter World. "I think that Monster Hunter has already built that kind of randomized, item reward into the gameplay," he answered. "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."
He explained that it just felt like Monster Hunter World doesn't need that kind of system. "You've already kind of got loot as a core gameplay aspect without having to shove a microtransaction version of it in," Tsujimoto said.
The mechanics are, essentially, a part of the game, but what about saving a player's time? "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," Tsujimoto said. "We want people to have the experience that we've made for them rather than the option to skip the experience."