I stumbled upon an interview PC Gamer had with the director, Yuya Tokuda. Here's an interesting snippet from it.
"There's a relationship between the herbivores and carnivores that's going to be interesting," said game director Yuya Tokuda. "It's not just, the carnivorous monsters go to a certain spot on the map to eat. They need to find a herbivore to eat if that's their prey, so you'll find an interesting domino effect. If a carnivorous monster has become hungry and wants to get food it'll go attack and eat a herbivore, maybe attack it out of its herd. That'll cause its herd to scatter or move to a different place for safety. The fact they've moved now means that any monster that preys on them is going to be looking to a different location for their food.
"Those monster movements around the map are going to have a great effect on the player's actions. As you watch this all play out it'll change how you need to respond and where you go on the map."
According to Tokuda, the ripple effects of your actions will remain in the field environments even after you leave and return; it doesn't default back to some generic world state. Though you can't hunt a monster type to extinction—and preset world states will still exist for quests to ensure the monster you need is available—
the world state is persistent. This sounds amazing, even immersive simmy to me, but the demo I saw was far too short to indicate how meaningful those changes persisting will be long-term.
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"Before you've met a monster for the first time you'll do something along the lines of World, gathering traces, but once you discover that particular monster type in that area, you already know it and your map becomes your guide to where it's going to be," Tokuda said. "It's similar gameplay for the initial discovery, but I think you'll find it a lot more streamlined on a quest-by-quest basis."
I asked how this focus on the whole ecosystem will carry over to the gear and crafting system. Tokuda said that the proportion of small animal parts in the tech tree will stay roughly the same as in World, so there's no big change there. But Capcom is finding new ways to make them more significant.
"Endemic life and small monsters play a role beyond just parts to craft with. You may spot this sort of alligator-looking smaller monster; you can actually use your hook slinger to grab the front of its snout off where its teeth are. Rather than that being something that goes into creating a weapon, that can remain attached to your hook slinger and be used to do better attacks with it. So it's not always strictly feeding into the gear system."
A persistent world state sounds really interesting. And it looks like tracking is still in, though it's much easier than before,
Pejo