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Developer Interview

Ryozo Tsujimoto / Producer / Producers Section

The secret behind the evolution of a series that has become much more than a social phenomena

- The previous title in this series, "Monster Hunter Freedom Unite (MHFU)", was a major hit, with total sales in Japan reaching 4 million (as of June 2010).
"Tsujimoto"
Yeah, it certainly was. It always makes me happy to see so many people enjoying the games we put out.
- So that means that the expectations among fans are high for the upcoming "Monster Hunter Freedom 3".
"Tsujimoto"
Though the last game sold incredibly well, the main thing we're focusing on in development is creating a game that is enjoyable and appeals to an even larger audience.
- In the "Monster Hunter" series there have been titles released for the handheld devices as well as home consoles. What’s the difference between these versions?
"Tsujimoto"
The emphasis on "co-op" is consistent throughout the series. While it's important for us to produce a game that is fun to play in single player mode, the best part of "Monster Hunter" is playing co-op with your friends. The systems and set-up of each version are adapted to fit the environment of each device. People that play the home console version tend to play for longer sittings, while those that play the PSP edition generally play for only short periods of time. The most important thing for us is to create games that are fun, no matter which device they’re played on.
- Well it seems that in the latest installment you intend to deliver a style of gameplay that can only be achieved on handheld devices.
"Tsujimoto"
That's right. "Monster Hunter Freedom 3" will offer a lot of short quests and play modes that allow players to get the most out of playing the game on their PSP, in addition to quests that take longer to complete. The game flow from start to finish is fairly straight forward, so if someone only has 10 minutes to play, they can pick a quest that can be finished within that period of time. This gives people the satisfaction of knowing they have a number of different options available in any situation.
- Have you added anything new to "Monster Hunter Freedom 3"?
"Tsujimoto"
In "MHFU" you could only take a single Airu with your party. In the upcoming title, you can take two Airus in single player mode, while each person in the two-player mode can take one. In addition, when choosing the weapons for the Airu in your party, there is a variety of items and equipment available. The different combinations of Airus offer players a large number of options for customizing their strategy, thereby expanding the scope of gameplay in both single player and two-player mode.
In addition, the accompanying Airus are a nice way of getting players to interact, for they can talk to each other about the Airu they've raised.
Thanks to all the hard work of the people in development, I think we've succeeded in further enhancing all the facets of the game fans know and love.
- What plans do you have for promoting this new title up until its release in December this year?
"Tsujimoto"
I want "Monster Hunter Freedom 3" to not only be an important game for Capcom, but a landmark title for the entire game industry. My ultimate goal is to get people that quit playing video games to rediscover the joy of playing.
- Is there anything in particular you consider to be important within the promotion of the game?
"Tsujimoto"
Well, nowadays there a lot of different ways to disseminate information, such as the Internet. I think we need to be conscious of the flow of information when we promote the game, paying attention to things such as the content, how to release this content, and where we expect it to go.
For example, at the stage where there is some information already out about the game, a more effective form of publicity is doing things such as running events, rather than just releasing more information about the new title. There are number of avenues available to do this, such as websites and TV commercials. All these activities are linked together within the greater promotion scheme. Thus, what we're doing is trying to find the most effective way to promote the game while remembering to consider the total balance. Likewise, since we're expecting this game to be a long-term hit, measures for follow-up promotion will also be important.
Back to Developer Interview 2010 Top Page
  1. 05.Takeshi Tezuka
  2. 06.Yoichi Egawa
  3. 03.Yoshinori Ono
  4. 04.Ryozo Tsujimoto
  5. 01.Jun Takeuchi
  6. 02.Motohide Eshiro

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