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

Starting from Zero

Iwata

What were you thinking as you started this time?

Tsujimoto

The timing was right for being bold and building from the ground up. I'd worked with Fujioka on the home console series, but it seemed to us that somehow we had reached an end. So we decided to scrap everything we'd established so far, even the system, and build it again from the ground up.

Iwata

You didn't want to just graft on an extension to the existing material?

Tsujimoto

No. We wanted to be bold and pack in ideas from the ground level up. That's how much we felt we had run up against certain limits.

Iwata

The challenge was how you would do it if you decided to start from zero and make something entirely new. But didn't that make you uneasy?

Fujioka

We were incredibly uneasy. Since we'd started making Monster Hunter, we had dealt with all kinds of people and formed a relationship with users, and many were saying that it could be much better. We ourselves had also frequently wondered while working on the series if we should have done something different. But it would have been difficult to do so if we keep the same framework as previous games.

Iwata

So in order to achieve what you'd always wanted to but had been unable to, the only thing to do was go back to the ground level and start over from zero.

Tsujimoto

There was another reason, too. It's often said that even in movies that making the third in a series is difficult. So there was a sense that figuring out what new to do for the third game...

Iwata

Would be fateful for the series?

Tsujimoto

That's exactly what I thought. I wanted to make Tri something that would really surprise those who were used to the series and make them think "This is awesome!" and "This is exciting!"

Fujioka

So we decided to rethink it from the ground up. It was really hard work, but we tackled it with a great deal of excitement. We enjoyed making each new thing one by one, and were amply rewarded for our hard work.

Iwata

And even as you reformulated the game's contents from the ground level up, you chose Wii for the hardware.

Tsujimoto

That the Wii console appeared while we were thinking about starting Monster Hunter all over at the ground level was the best possible timing. We were certain we could provide fresh excitement through game control and we were excited about the challenge, so we decided to make the world of the new Monster Hunter for Wii. It is, of course, a sequel, but we addressed it with a fresh spirit as if we were making a new game.

Fujioka

But at first we were just groping around. We didn't know much about the Wii hardware and had no idea how much was possible with it.

Iwata

With a machine you're familiar with, you have a sense for what you need to do to achieve a certain effect, as well as for what can't be done.

Fujioka

That's why we were so uneasy. But we felt like we were creating something new, so in some ways we were in a state of positive excitement.

Iwata

What did you think when you first tried out the Wii? For example, I imagine the first thing you thought with regard to visuals was that you might not be able to do much.

Fujioka

Yes. To be honest...

Iwata

By all means, be honest! (laughs)

Fujioka

(laughs) Graphics aren't really the Wii console's best point, so...

Iwata

So it would be hard to surprise people only with graphics.

Fujioka

I think good graphics are an incredibly attractive aspect of games. Even before people play a game, they are aware of its general appearance.

Iwata

That's why everyone wants graphics with impact.

Fujioka

So—setting aside high resolution and other details—when it came to creating impressive visuals, I thought it would be a challenge not to compromise. So I decided to press the boundaries of the console's functions and urged the programmers and designers to aim for making new images.

Iwata

You mean making new images that would maintain the style of Monster Hunter.

Fujioka

Right. Besides, I think the most important thing with regard to graphics is what kind of images the designer wants to make. No matter what kind of specs the hardware may have, if the designer has a clear idea of what kind of images he wants to make and concentrates hard on his work, I think he can achieve them.

Iwata

Well, having the raw skills to pull that off is one thing, but didn't such work call for a lot of sense?

Fujioka

Yes. While this isn't only true for Wii, the world of Monster Hunter isn't one into which you can just throw anything you want, so judgment was necessary in determining what to put in and what to leave out.

The designers have a strong desire to turn out all kinds of stuff in order to create stunning visuals. Sometimes I had to say, "The visuals aren't that important here. In this game they're more important in this other area," and get them to set something aside.

On the other hand, the programmers had places they wanted to keep contained, and I had to say, "No, we can't hold back on that, but this over here could be restrained a little instead." We had to find the right balance.

Iwata

And that was your job, Fujioka-san?

Fujioka

For the most part, yes.

Iwata

You could make use of your strengths as a designer.

Fujioka

I really nagged them about it, so they were like, "Well, the director insists, so we have no choice." (laughs)

Iwata

(laughs)

Fujioka

Of course, building up each part wasn't easy, but we were determined to make visuals based on the idea of coming and going seamlessly between land and sea, and we realized we could do it. That's why I think it turned out well. Overcoming such obstacles gave the staff increased confidence.

Iwata

Um, I'll be straight with you.

Fujioka

Yes?

Iwata

I can tell Nintendo's staff has really been galvanized by you.

Fujioka

(laughs)

Iwata

I can tell they feel like you did what they hadn't yet. Besides, the enthusiasm you put into it is apparent in the graphics.

Fujioka

I'm extremely pleased to hear you say that. (laughs) Generating great visuals was one of our main goals in bringing out Monster Hunter Tri for Wii.

Striking visuals were originally one selling point of Monster Hunter, so when we decided to bring Tri out for Wii, to be honest, many players may have been uneasy over just how much we could do visually. We thought that unless we got those types of people to think, "Oh, it's totally all right," we would have failed.