Iwata Asks is a series of interviews conducted by former Nintendo Global President Satoru Iwata with key creators behind the making of Nintendo games and hardware.





Iwata Asks: Monster Hunter Tri

An Online Game Anyone Can Play

Iwata

Thank you for coming today.

Tsujimoto and<br />Fujioka

Not at all. Thank you for having us.

Iwata

Some of our readers may wonder what's going on if I sit here and ask questions to staff from other companies, but since you put so much effort into this title, I want to tell as many people as possible about the game's appeals. That's why I asked you to come all the way here to Kyoto. I think it would be great if we could have a discussion from a different angle than usual.

Tsujimoto and<br />Fujioka

It's our pleasure.

Iwata

I'd like to begin with self-introductions. Tsujimoto-san, would you mind starting?

Tsujimoto

Sure. I'm Tsujimoto, producer of Monster Hunter Tri.

Fujioka

I'm Fujioka, the director.

Iwata

What did each of you work on before Monster Hunter Tri?

Tsujimoto

I entered Capcom as a planner of arcade games. After I switched over to consumer games, I was planning online software, like racing games, more than anything else.

Iwata

Since about the time online games took off?

Tsujimoto

Yes, that's right. For the original Monster Hunter, I was involved in planning and administration in matters related to online play.

Iwata

When did you become a producer?

Tsujimoto

I became a full-fledged producer around the time the series came out on a handheld device in 2007.

Iwata

So you're a producer who knows the situation on the ground.

Tsujimoto

Yes.

Iwata

How about you Fujioka-san?

Fujioka

I joined the company as an arcade art designer. I was mostly doing pixel-based animation.

Iwata

Compared to game design today, those were completely different times.

Fujioka

Yeah. (laughs) But I got to study animation, and when it comes to expressing movement, I don't think matters are all that different today. I'm still able to draw upon the importance of movement that I learned back then, so I'm glad I was able to study those basics.

Iwata

Yes, it's true that those who have learned both the older and newer methods have more to draw upon, giving their work more depth.

Fujioka

That's right. I was mostly making fighting games, but the company decided to begin serious development of online games. The game didn't have an official title at the time, but everyone called us the "Monster Hunter" team. They wanted me to keep an eye on the younger designers.

Iwata

So you were like an advisor at first. How did you become director?

Fujioka

I was the type to harp on the contents of the game, and they were like, "Well, if you're going to be such a pain about it, why don't you just be director?" (laughs)

Iwata

Oh, I see. (laughs) Leave important work to the young and energetic folk if they're fired up about it. Is that the Capcom way?

Fujioka

I suppose so. (laughs) But I wanted to stay a designer. Besides, I didn't know what a director was supposed to do. Everyone said I should do it, though, so I decided to take it on and see how it went. Anyway, broadly speaking, there are two Monster Hunter series.

Iwata

For home console and portable.

Fujioka

Right. While I'm the director of the console series, I participate in the handheld series in a supervisory capacity.

Iwata

How did creation of Monster Hunter originally begin?

Fujioka

As mentioned earlier, the company decided to seriously tackle online games. So there was the racing game Tsujimoto worked on, and something like a spin-off of Resident Evil, and then, as our first game with heavy action elements, we decided to make Monster Hunter.

Iwata

The first game for home consoles came out five years ago in 2004. When did you begin planning?

Fujioka

Seven years ago.

Iwata

Is there anything that hasn't changed in the seven years since your original concept?

Fujioka

Yes, the concept of everyone working together to defeat a big monster.

Iwata

When you can't do something on your own, join together with others.

Fujioka

Exactly. As monsters are moving around their environment, you work together with others to slay them. You take various materials, such as their hide or tusks, and use them to make new equipment for yourself. That was the concept from the initial stage of development.

Tsujimoto

The first concept was put forward as "an online action game," but we always tacked on the words "that anyone can play." That was a very important point. In general, when you talk about online games, you imagine plunging in and really hitting it hard. But what we aimed for in this game was leeway. So, for example, we tried to create an atmosphere in which, if you enjoy cooking meat, that's all right. We made it so that if you just enjoy fishing that's all right.

Iwata

When I hear that about fishing, I think of the Animal Crossing series. (laughs)

Tsujimoto and<br />Fujioka

(laugh)

Iwata

Of course, the way it looks and the game system are completely different, but there is a similar aspect within the basic concept.

Fujioka

Yeah. Everyone goes online and enters the same world, but not everyone has to do the same thing. Each person can do his or her own thing, but when the group achieves the goal, everyone benefits.

Iwata

There's leeway to do your own thing.

Fujioka

Yes. We designed it so it wouldn't take too much time to play—so each quest1 would take about one hour at most. Online games at the time tended to take awhile to play.

Iwata

Someone who plays a long time gets stronger, gaining a reputation as someone really great.

Fujioka

Right. We wanted to change that a little. That's why we shortened the time for clearing one quest. For example, if four players go on a quest, but one player says, "This time I just want to fish," and the others agree, that's all right.

Iwata

The game works even if one player doesn't participate in the quest.

Fujioka

That was a basic part of the game design for Monster Hunter from the start.