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

Affinity with a Popular Manga

Iwata

Fujioka-san, if someone who didn't know anything about Monster Hunter suddenly asked you what kind of game it is, how would you—as simply as possible—answer?

Fujioka

As simply as possible? I'm not sure. That's difficult. I suppose I'd say, "It's a hunting game." But I guess a lot of people might not quite get what I meant.

Iwata

When you hear "hunting game," you get the impression of something savage.

Fujioka

Yeah. When you talk about hunting, you get an image of something incredibly severe, but in making the game, I worried most about not letting it become too brutal.

Iwata

If a game is excessively brutal, the gameworld gets too forbidding and isn't a comfortable place to be.

Fujioka

The actual actions you perform within the game are heavy in their own way. But while it's that kind of world, you get various kinds of enjoyment out of it. I wanted to make a world that wouldn't be brutal.

Iwata

You can do whatever you want, so the heavier aspects aren't oppressive.

Fujioka

That's what I had in mind. Of course, the overarching theme is hunting, so everyone moves with that objective before them. However, there's some leeway, some freedom.

Iwata

You can go fishing if you want.

Fujioka

The home console series is especially like that. It's got a lot of leeway. Dinosaurs are exciting for adults as well as children. That inspires you to enter into this world, and when you do, you find it's an enjoyable one. I like that.

Iwata

I see.

Fujioka

To put it another way, I always think of this game as a theme park. Once you go in, you find a fun world, and just doing something there is fun.

Iwata

Hunting in a theme park?

Tsujimoto and<br />Fujioka

(laugh)

Fujioka

You'd get in trouble if you did that! (laughs) But I do love theme parks. Once you enter, it's a different space. You don't particularly gain anything from it, but just being there is fun.

Iwata

I understand. Just like a theme park, there's a comfortable world, and monsters live there. You can hunt them, but those who don't want to can go fishing. If you encounter a monster you can't defeat on your own, you cooperate with others to defeat it. And after you beat it, you receive a reward. That's fun, so lots of people keep playing. That's what kind of game Monster Hunter is, right?

Tsujimoto

Thank you for explaining it so precisely for me. (laughs)

Iwata

Am I basically right?

Fujioka

Yeah. (laughs) That's what I was trying to say.

Iwata

But I imagine most people who don't know anything about it think they have to hunt.

Fujioka

Probably, but it's not really true. Oh right, I just remembered something. When I first started making Monster Hunter, I had a certain world in mind that I was inspired from. Remember that old manga called Hajime Ningen Gyatoruzu2?

Iwata

Yeah. It's got bones with meat on them.

Fujioka

Right. (laughs)

Iwata

It's a caveman manga.

Fujioka

Yeah. (laughs)

2 Hajime Ningen Gyatoruzu: A comedy manga set in prehistoric times. It was created by Shunji Sonoyama and started appearing in 1974 in an elementary school manga magazine published by Shogakukan. The same year it was made into an anime. (Editor's note: The manga is known for the characters eating a comically illustrated piece of meat on a bone, or "manga meat".)

Iwata

Hmm, that's surprising. (laughs)

Fujioka

There's a lot of freedom in that world. Mammoths are stomping around all over. You slice off their meat and eat it, but you wouldn't really call it brutal.

Iwata

It's actually sort of warm and laid back.

Fujioka

You chop off some meat and gobble it up like it's delicious. That easygoingness is very human. I like that feeling of just eating what you want to eat. I wanted to convey a sense of how fun that type of thing can be.

Iwata

So everyone gets together and casually enjoys hunting.

Fujioka

Right.

Iwata

How did you decide on the title Monster Hunter?

Tsujimoto

Originally, it was the development code.

Fujioka

But we didn't know if we could get the rights to the name.

Tsujimoto

Or rather, we were certain we wouldn't be able to.

Iwata

That's understandable. (laughs)

Fujioka

Yeah. It's a very simple title. (laughs) We thought we would definitely have to decide on a proper name at some point, but couldn't come up with a new one, and just kept calling it Monster Hunter. We didn't think we could get it, but we decided to check on it anyway...

Tsujimoto

And we got it. (laughs)

Fujioka

We were like, "Then let's go with it!" (laughs) We'd been calling it Monster Hunter ever since we started development, so it had come to contain our image of the kind of game we wanted to make. Of course, we'd grown attached to it so it was great we could use it for the title. And once you hear it, you never forget it.

Iwata

Yes, it's memorable.

Fujioka

Having a sense for words is important.

Iwata

I've talked with Shigeru Miyamoto several times about what a great name it is. It's easy to remember and makes an impression. You understand right away what the game is about.

Fujioka

Thank you. I think it was incredibly good luck that we were able to use that title.