MonsterHunter
  

An Exclusive Chat with Capcom’s Ryozo Tsujimoto about Monster Hunter: World's PC Debut

Staff – August 9, 2018 at 2:36 AM

With a lifespan of over 14 years as a series, Capcom’s Monster Hunter has finally arrived on PC with Monster Hunter: World. The game’s significance extends beyond this novelty, however: the console and PC-targeted Monster Hunter: World also represents the series’ first serious breach into the Western gaming world, selling over 8 million copies worldwide — Capcom’s best-selling game in history.  


To commemorate this important event, we went directly to the source and asked Monster Hunter producer, Ryozo Tsujimoto, about the release.

What are the most important things PC gamers should know about this release?

Ryozo Tsujimoto: This is Monster Hunter’s series’ debut on PC, and we’re all really excited to see how the PC community interacts with the game once it launches. The game is incredibly rich with content that will keep players busy for hours and hours. Beyond the full game content, we’re making efforts to bring the title updates that were released for consoles to the Steam version for free early on, and the gap between them will be shorter than it was for console versions.

You had a massively successful initial launch of Monster Hunter: World, and have continued to update the title with new content. What are some things you learned through player feedback after launch, and how did that inform the direction of new content? 

Ryozo Tsujimoto: During last year’s beta testing phase, we were concerned because there were many who couldn’t master the use of slingers, environmental traps, and other items. Now, however, we’re relieved because players are using slingers to drop rocks on monsters, pitting monsters against each other, and skillfully using the environment to their advantage. Also, we didn’t expect that so many players would send out SOS flares [signals to other online players that help with a quest or expedition is needed], and we misjudged that user interactions in the Gathering Hub would decrease so drastically. Taking hunters’ play styles into account, the Kulve Taroth title update was designed as a special quest where users convene in the Gathering Hub and form teams in hopes of taking down the massive monster. We hope this helps increase interactions in the 16-player Gathering Hub.

Did anything surprise you about how players reacted to the game?

Ryozo Tsujimoto: We’ve been creating Monster Hunter games for more than 10 years and have learned a lot in the process. For this title, we had the desire to use modern technology to make the game’s world bigger and better than ever. We came up with unique creatures and living, breathing ecosystems that would appeal to new and veteran players alike while further expanding the community with this game. We’d hoped that this game would connect players from all over the world, and I’m glad that players from other countries have joined me in my quests when I’ve played online.

The game has shipped over eight million units worldwide. Were you expecting Monster Hunter: World to be this successful? Why do you think it has appealed to such a wide audience?

Ryozo Tsujimoto: At the start of production, our mission was to create a Monster Hunter game that both series fans and new players could enjoy. In order to achieve this, we aimed to elevate the unique appeal of the Monster Hunter series while providing an experience that reaches all audiences. We were able to achieve this goal in part because members of the development team helped overhaul some of the series’ more complex elements. After Monster Hunter: World was announced, I gradually came to appreciate the fruits of our labor by seeing players’ excitement and positive reactions at various events worldwide. Regarding overall sales, in the early stages of development, our team set a minimum sales goal of five million units, and we’ve worked hard to go above and beyond that.

This is the first Monster Hunter game to feature drop-in / drop-out online co-op. Why did you decide to include it in Monster Hunter: World? What kinds of gameplay experiences were you hoping to deliver with this feature?

Ryozo Tsujimoto: The high level of online connectivity specific to these platforms was appealing. We built in tools like the SOS flare to help connect more hunters on online quests and have a better overall online experience via use of these features.

What were some of the challenges you encountered in porting the game to PC?

Ryozo Tsujimoto: Graphic option features were a challenge. Since players may get overwhelmed by too many options, we narrowed these down to a manageable and sensible range. We feel that gamers can make adjustments within this range based on personal preferences and the specs of the computers they’re running the game on.

How do you think the game might appeal to both longtime fans of the Monster Hunter franchise as well as newcomers?

Ryozo Tsujimoto: First and foremost, Monster Hunter is an action game, so it was necessary for this title to play and feel like a strong action game. We’ve put a great deal of care and attention into creating this game in a way that even newcomers can appreciate and enjoy the action. We also thoroughly tested and verified that the introduction of new systems didn’t feel strange to veteran players. One example is displaying damage points against monsters. We implemented this feature in response to feedback that suggested it was unclear how effective hunters’ attacks were. We conducted tests with a variety of players — veterans included — and ultimately implemented a system that was clear and effective to everyone. Monster Hunter is a game that both newcomers and veterans can enjoy solo or as part of a multiplayer hunting party. We encourage you to give it a try with your family, friends, or others you find online.

Is there anything else you think our readers should know?

Ryozo TsujimotoTo all of you who have been patiently awaiting the release of Monster Hunter: World on Steam, we thank you for your patience and apologize for the wait for this version. For many of you, we know this will be your first foray into the world of Monster Hunter. Happy hunting to you all!

New call-to-action