Monster Hunter Wilds director says changes to the ecosystem are persistent: 'Even as you return to base, the world outside is moving on and continuing where you left it in the background'

decade ago, a Monster Hunter environment was essentially a series of battle rooms, with loading screens between each piece of the map. Chasing down a monster to finish it off meant having to put up with a few of those loads every hunt. With its two latest games, World and Rise, Capcom did away with that technical limitation, but another major bit of rigidity remained: every mission had to be selected from a job board or NPC, then launched to load into a predetermined world state...
Read more.