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2023/10/24
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"This" is the producer's favourite monster?! Interview with Monster Hunter producer Ryozo Tsujimoto!

"This" is the producer's favourite monster?! Interview with Monster Hunter producer Ryozo Tsujimoto!

During the recent Gamescom Asia 2023 event in Singapore, we had the honor of conducting an interview with Mr. Ryozo Tsujimoto, the creative force behind the immensely popular Monster Hunter series. In this conversation, we delved into the factors contributing to its enduring success, the decision-making process during development, and the future prospects for this beloved franchise. Mr. Tsujimoto's valuable insights offer a unique glimpse into the inner workings of a gaming phenomenon that has captivated fans around the globe for two decades. Stay tuned for the full interview below:

Q1: Many have attempted to replicate the success of the Monster Hunter franchise. What do you believe significantly contributes to the franchise's enduring popularity?

Tsujimoto: As everybody knows, Monster Hunter releases a new game every few years, I think that one of reasons why the franchise is still so popular after all these years is the love that our team has for the franchise, with everybody constantly wanting to present new content and new games throughout all these years.

Also, rather than seeking inspiration from other games, what our team does is look at Monster Hunter as a genre itself and think of how we want to evolve the game. It's all about us coming together as a team and thinking about where Monster Hunter as a series should be going in the future.

Q2: From your experience, what have been the most significant challenges encountered in the development of Monster Hunter games?

Tsujimoto: One particularly memorable and challenging period was when I served as the producer for Monster Hunter Freedom Unite. The development time for that title was quite limited, approximately only just ten months, and to actually have to push that out in just a matter of months was quite challenging.

Another thing worth mentioning was that during the development of Monster Hunter World, which marked a return to high-spec console gaming, to create such a large-scale, globally released game also presented its own set of difficulties.

Q3: Monster Hunter has garnered a dedicated global fanbase over the years. In your view, what core aspect of the series do you think has resonated with players from across the globe?

Tsujimoto: In my opinion, the key to making Monster Hunter universally appealing isn't to dwell on the cultural differences, but rather to ensure that every player, regardless of their background, can have a similar and enjoyable experience. Whether you're a newcomer or a seasoned veteran, the core elements of fun in the game, such as the action and the sense of achievement, remain consistent across regions and cultures. These elements serve as common ground that unites players from all corners of the world.

Moreover, as Monster Hunter is a multiplayer experience, one of the most rewarding aspects is when hunters collaborate to take down a formidable monster. For that I really want to thank the global community for playing Monster Hunter because you guys are really what makes the games great.

Q4: How do you incorporate and take into account fan feedback when developing new games or expansions?

Tsujimoto: We proactively gather fan feedback, not only through events like Gamescom Asia 2023, where we can directly hear from attending fans, but also by monitoring online feedback. We also have several regional offices, each with dedicated personnel, tracking the online reception whenever new games are released.

Q5: What's the decision-making process like for determining which monsters to bring back in the next game? Also, what led to the choice of bringing back Jyuratodus for Monster Hunter Rise?

Tsujimoto: Of course, one of the factors include the monster's popularity itself, but that's not all. One of the most important thing to consider when thinking about what monsters to  bring back is how it fits into the overall balance of the game. Questions we have to ask include, "Does it make sense for that monster to return at this particular point in the game?" "Does this monster align with the general theme of the game?" and "Is there a well-rounded mix of monster types in the game?" and so on. These are also the reasons why we decided to bring back Jyuratodus for Monster Hunter Rise.

Q6: Monster Hunter boasts a diverse array of captivating creatures, and each fan has their personal favorites. With such a vast selection, what's the decision-making process behind selecting the cover monsters, such as Rathalos or Nergigante?

Tsujimoto: The primary consideration when selecting the main monster is the overarching theme of the game, as each Monster Hunter game has its own distinct theme and art direction, thus the chosen monster must embody those concepts. Equally important is that the monster's design exudes a strong, "this is the main monster" vibe – it just has to be cool. Of course, it also needs to harmonize with the game's overall worldview, its ecology, and the storyline.

Q7: Three of the top five Capcom titles in sales currently are Monster Hunter games, with World and Rise both ranking in the top two. How does it feel to spearhead the development of such a popular series?

Tsujimoto: As Monster Hunter approaches its 20th anniversary, I'm incredibly grateful for the unwavering support and love the games have received. I'm also deeply thankful to the development team for their dedicated efforts in creating this remarkable series over the years. This success didn't happen overnight, and I'm genuinely thankful for it. I look forward to continuing to grow the series with everyone involved.

Q8: For players in the SEA region, many have fond memories of gathering at cafes to play games like Monster Hunter Portable 3rd with friends. How has the series worked towards maintaining the sense of enjoyment of hunting together?

Tsujimoto: Multiplayer is an integral aspect of the series, and it's important to note that players in Monster Hunter aren't competing for rankings or striving to win awards like "Top Hunter" or whatnot. Our aim is to ensure a level playing field where everyone can participate. For example, when you complete a hunt, the rewards for crafting and such aren't determined by how well or quickly you did it. Instead, they are based on probability. This ensures that even beginners who may not be as skilled as veteran players can still enjoy the same opportunities, allowing everyone to grow together at the same level playing field.

Q9: In June 2023, it was revealed that Monster Hunter World is Capcom's best-selling title to date. What, in your opinion, has contributed to the success of Monster Hunter World?

Tsujimoto: As for Monster Hunter World becoming the top-selling title in Capcom's history, it wasn't something we specifically set out to achieve. Instead, it's a testament to the collective effort of the development team to create a game that would be accessible to as many players as possible. Monster Hunter World's success in gaining a substantial PC and global following is a reflection of this approach.

Q10: With the success of Monster Hunter World and Monster Hunter Rise, do you feel any pressure moving forward, and is this the standard you've established for other games in the franchise? 

Tsujimoto: Of course there won't be zero pressure, but as I've said earlier, the most crucial aspect for the future of Monster Hunter as a franchise is how the team envisions its evolution. We won’t compare our games to Monster Hunter World; instead, we focus on how the series should progress in the future.

Also, Capcom, as a company, has a rich history of developing excellent action games. The core principles of what makes a great action game are quite similar. For example, the improvements made in a recently released fighting game can be reflected in how we could enhance Monster Hunter. We'll continue to leverage the company's expertise and knowledge to improve every title, including Monster Hunter.

Q11: Looking at Monster Hunter World and Monster Hunter Rise, which were both initially developed for different platforms, what do you believe is the most challenging aspect when developing the series for different platforms?

Tsujimoto: When developing for different platforms, it's not just about the platform itself, but also the way the game is played. For example, when comparing Monster Hunter World, a high-spec platform game, to Monster Hunter Rise on the Nintendo Switch, which is portable, we take into account how players engage with the game. In the case of Rise, which was designed for a portable gaming system, considerations include the importance of making the game quick to play, something you can enjoy while traveling or during short breaks.

Q12: As a producer of the Monster Hunter series, do you often play the game after work or during your breaks?

Tsujimoto: Yes, absolutely. I've spent hundreds of hours playing the games privately on my own. As for the recently released Monster Hunter Now, I'm currently at Hunter Rank 92.

Q13: Are there any specific monsters in the entire series that you personally find particularly intriguing or memorable as personal favorites?

Tsujimoto: My favorite monster in the game is actually Khezu. It's a little bit gross but very cute.

Q14: Is there an intriguing monster concept that you'd like to incorporate into future games, or are there any designs from previous games that you'd like to revisit?

Tsujimoto: While there are indeed ideas I'd like to include in future games, I can't disclose them yet for various reasons. Some concepts didn't make it into our recent games because the required technology wasn't available at the time, but it might be possible in the future. When that monster does find its way into our upcoming games, I'll be sure to let everyone know.

Q15: Reflecting on your journey, what has been your most memorable achievement and how has it influenced your vision for the franchise moving forward?

Tsujimoto: There isn't a single defining moment that stands out, but I recall a moment during an event for Freedom Unite in Japan, a player told me that he really wanted to participate in a quest to battle two Rajangs at the same time. I immediately made that happen after I went back.

Q16: Next year, the Monster Hunter series will be celebrating its 20th anniversary. What can fans expect, especially now that the series has garnered so much attention after the major success of Monster Hunter World?

Tsujimoto: Although we haven't really been able to make too many announcements as of yet, there's a lot of things we're preparing for the 20th anniversary that we feel like fans can look forward to.

 

As we wrap up our interview with Mr. Ryozo Tsujimoto, we want to express our sincere appreciation to the producer. His invaluable insights and candid responses have offered us a profound glimpse into the creative process that shapes this iconic gaming franchise. With anticipation, we eagerly look forward to the future of Monster Hunter and the exciting adventures it promises.

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