IR Top Page > Developer Interview 2009 > vol01.Ryozo Tsujimoto

Developer Interview

Ryozo Tsujimoto / Producer, R&D Strategic Planning Section

Latest work "Monster Hunter Tri": Chock full of the developers’ original ideas and designs

- First of all, could you tell us about the various features of "Monster Hunter Tri" for Wii?
"Tsujimoto"
After spending two years away from developing games for consoles, we've completely rebuilt the system. I feel that the existing game system had reached its limit. So I felt it was best to reconstruct it from scratch. That way we could implement all the things the developers wanted to do.
- Specifically how has this new game improved upon previous installments?
"Tsujimoto"
We were able to express new game elements. For example, monsters are now able to hunt underwater, and the interaction among monsters is presented more realistically.
- What things did you stick with?
"Tsujimoto"
Borrowing from Mother Nature and the wild, when a monster approaches, the weaker monster either runs away or imitates the call of the stronger monster. In a sense, we produced a "Monster Hunter” ecosystem where relationships of power and other actions affect other monsters. We focused on developing "Monster Hunter for game consoles." We devoted our efforts on creating an element that users can enjoy for a long time.
- So that's the quality only game consoles can achieve.
"Tsujimoto"
Different approaches are taken when developing "Monster Hunter" for portable systems and home game consoles. In short, we aim to fully utilize the features of each device. By adding variety to the gameplay or the gameplay speed, we can make a "Monster Hunter" perfectly adapted to each environment.
- How is gameplay different for portable devices and consoles?
"Tsujimoto"
As a creator, we consciously make an effort to ensure that the gameplay for console version provides a different experience from what gamers get when they play the portable version, even though they share the same themes and elements.
- What things did you stick with?
"Tsujimoto"
Borrowing from Mother Nature and the wild, when a monster approaches, the weaker monster either runs away or imitates the call of the stronger monster. In a sense, we produced a "Monster Hunter” ecosystem where relationships of power and other actions affect other monsters. We focused on developing "Monster Hunter for game consoles." We devoted our efforts on creating an element that users can enjoy for a long time.
- So that's the quality only game consoles can achieve.
"Tsujimoto"
Different approaches are taken when developing "Monster Hunter" for portable systems and home game consoles. In short, we aim to fully utilize the features of each device. By adding variety to the gameplay or the gameplay speed, we can make a "Monster Hunter" perfectly adapted to each environment.
- How is gameplay different for portable devices and consoles?
"Tsujimoto"
As a creator, we consciously make an effort to ensure that the gameplay for console version provides a different experience from what gamers get when they play the portable version, even though they share the same themes and elements.
- "Monster Hunter" for PlayStation Portable was widely accepted as a fun game to play with a group of friends. That being said, can you have a lot of fun continuously playing “Monster Hunter Tri” by yourself?
"Tsujimoto"
I think so. We designed a relatively simple game system for portable devices with the assumption that it would be played at limited time intervals, such as during the daily commute. As for console version of the game, I like to pique the users' curiosity and really get them into the game so they can play for hours on end. This version supports the Wii's Nunchuk controller, but controls using the classic controller are also available. The different types of controls really open up different game styles.
Back to Developer Interview 2009 Top Page
  1. 07.Takeshi Tezuka
  2. 05.Yoichi Egawa
  3. 06.Manabu Seko
  4. 03.Jun Takeuchi
  5. 04.Shutaro Kobayashi
  6. 01.Ryozo Tsujimoto
  7. 02.Hiroyuki Kobayashi

Developer Interview Archives

  • Developer Interview 2011
  • Developer Interview 2010
  • Developer Interview 2009
  • Developer Interview 2008