{"id":9976,"date":"2021-05-07T22:24:07","date_gmt":"2021-05-07T13:24:07","guid":{"rendered":"https:\/\/www.capcom.co.jp\/ir\/?page_id=9976"},"modified":"2023-12-05T10:33:23","modified_gmt":"2023-12-05T01:33:23","slug":"vol01","status":"publish","type":"page","link":"https:\/\/www.capcom.co.jp\/ir\/english\/interview\/2019\/vol01.html","title":{"rendered":"vol.01 Ryozo Tsujimoto"},"content":{"rendered":"\n<div class=\"pg-interview-2019-vol\">\n                            <div class=\"ttl\">\n                                <h2><img decoding=\"async\" src=\"\/ir\/english\/assets\/images\/interview\/2019\/title.png\" alt=\"Developer Interviews 2019\"><\/h2>\n                            <\/div>\n                            <div class=\"vi01\">\n                                <div class=\"profile s01 clearfix\">\n                                    <div class=\" profBox\">\n                                        <p class=\"alpha\">Ryozo Tsujimoto<\/p>\n                                        <p class=\"pos mB10\">Managing Corporate Officer<br>\n                                        Head of Consumer Games <br>\n                                        Development Division 2 and Mobile Online Development Division<\/p>\n                                    <\/div>\n                                    <!--\/\/profBox-->\n\n                                    <div class=\"profs\">\n                                        <p>He has served as producer of the <em>Monster Hunter<\/em> series since the 2007 launch of <em>Monster Hunter Freedom 2<\/em>. As producer of<em> Monster Hunter World: Iceborne<\/em>, he oversees all aspects of the title.<\/p>\n                                    <\/div>\n                                <\/div>\n                            <\/div>\n                            <div class=\"contentIn after2014\">\n                                <div class=\"bg_mhwi\">\n                                    <div class=\"text\">\n                                        <div class=\"titleArea\">\n                                            <h3>\n                                                <img decoding=\"async\" src=\"\/ir\/english\/assets\/images\/interview\/2019\/vol01\/img_interview01.png\" alt=\"INTERVIEW 01\"><br>\n                                                Globalization through Team Work<br>An Ever-evolving Hunting Experience, <br>Fifteen Years and Counting \n                                            <\/h3>\n                                        <\/div>\n\n                                        <h4 class=\"subtitle\">With Over 15 million Cumulative Units Sold, <em>Monster Hunter: World<\/em> Ignited a Global &#8220;Monster Hunter Phenomenon&#8221;<\/h4>\n\n                                        <dl>\n                                            <dt>Before we talk about<em> Monster Hunter World: Iceborne<\/em>, we\u2019d like to ask about the base game, <em>Monster Hunter: World<\/em>, which we heard had the &#8220;World&#8221; subtitle added to appeal to a global audience. After the title became a big success, were you and the team able to take a breather?<\/dt>\n\n                                            <dd>\n                                                We were developing <em>Iceborne<\/em> in parallel after the release of <em>World<\/em>, so there was no real sense of &#8220;finally, we\u2019re finished!&#8221; Even now we\u2019re continuing to promote <em>World<\/em>, so it\u2019s still too early for a breather. Having said that, we\u2019d always felt that selling 5 million copies was our first major goal, so we\u2019re very happy that we were able to clear that hurdle by such a wide margin. There are still players out there who have yet to be introduced to <em>World<\/em>, and as a producer I want to push its numbers even higher.\n                                            <\/dd>\n\n                                            <p><img decoding=\"async\" src=\"\/ir\/english\/assets\/images\/interview\/2019\/vol01\/img_p01.png\" class=\"rightimg\"><\/p>\n\n                                            <dt>Before <em>World<\/em>\u2019s release, <em>Monster Hunter<\/em> had the reputation of being a very popular title that was focused on the domestic Japanese market. What caused <em>World<\/em> to be so well-received internationally?<\/dt>\n                                            <dd>\n                                                As a rule, I believe that what makes something fun can be understood by anyone, no matter where you live. I think the same goes for games. With the release of <em>World<\/em>, we didn\u2019t stray far from the original concept of the series. What we did was listen to feedback from international players, run focus tests, and take measures to ensure a global simultaneous release. Another big factor was going further than just the fictional &#8220;Monster Hunter Language&#8221; and implementing languages like Japanese and English for the characters\u2019 voices.\n                                            <\/dd>\n\n                                            <dt>Adding damage numbers when attacking monsters was also a big shift.<\/dt>\n                                            <dd>\n                                                In the focus tests I mentioned earlier, we received feedback that even though <em>Monster Hunter<\/em> is an action game, it was hard to understand which attacks were effective. We discovered that there was a segment of players who couldn\u2019t figure out if they were attacking correctly or not. We floated the idea of displaying the monster\u2019s health as a solution, but observing a monster and determining whether it\u2019s weak or angry has always been part of the series\u2019 true charm. Damage values show players when an attack is effective or not, while leaving the essence of observing a monster\u2019s condition untouched. We didn\u2019t make this change just because players from outside of Japan had this opinion, but because we felt there would be players who\u2019d be coming into the series for the first time and would also feel the same way.\n                                            <\/dd>\n\n                                            <p class=\"txtC mB25\"><img loading=\"lazy\" decoding=\"async\" src=\"\/ir\/english\/assets\/images\/interview\/2019\/vol01\/img_p06.png\" alt=\"\" width=\"599\" height=\"337\"><\/p>\n\n                                            <dt>So, it was done for the enjoyment of all first-time players around the world.<\/dt>\n                                            <dd>\n                                                We\u2019ve always picked up new players with each iteration of the series, but we understood that globally we would have so many more new players coming into the series with <em>World<\/em>.\n                                            <\/dd>\n\n                                            <dt>Sales have greatly surpassed 10 million units, but regionally, where is the game selling the most?<\/dt>\n                                            <dd>\n                                                The game is of course selling well in every region, but it\u2019s doing especially well in North America. We\u2019ve also maintained our sales numbers for Japan, which is a great result for us. We\u2019ve been saying this since development, but we\u2019ve wanted to welcome players coming to <em>Monster Hunter<\/em> for the first time, while still satisfying our current domestic audience, so we\u2019re relieved that the game is being well received in both markets. \n                                            <\/dd>\n                                        <\/dl>\n\n                                        <div class=\"sectionch\">\n                                            <h4 class=\"mT0 subtitle\">The Digital Game Era<br>\n                                                Meeting Player\u2019s Needs with Daring Downloadable Content\n                                            <\/h4>\n                                        <\/div>\n\n                                        <dl class=\"mT30\">\n                                            <p><img decoding=\"async\" src=\"\/ir\/english\/assets\/images\/interview\/2019\/vol01\/img_p07.png\" class=\"rightimg\"><\/p>\n                                            <dt>Your team\u2019s efforts came to fruition, and you achieved Capcom\u2019s first ever 10-million-selling title. Following that with <em>Iceborne<\/em>, could you tell us what kind of game it is? <\/dt>\n                                            <dd>\n                                                <em>Iceborne<\/em> is what was known as the &#8220;G\/Ultimate&#8221; version previously. We designed the G\/Ultimate versions as deeper dives into each game\u2019s content, so we would take feedback from players after the release of the base game, then add new features on top of that. We were determined to internationalize the in-game system, so we replaced the previous &#8220;G&#8221; moniker with &#8220;Master Rank&#8221;. In addition, we added new mechanics like the Clutch Claw, a new locale called the Hoarfrost Reach, a new headquarters, a two-player difficulty level, and a slew of other new features to give players an enjoyable experience that\u2019s true to the <em>Monster Hunter<\/em> series.\n                                            <\/dd>\n\n                                            <dt><em>Iceborne<\/em> was released as an expansion to <em>Monster Hunter: World<\/em>. Could you tell us how this came into being?<\/dt>\n                                            <dd>\n                                                Until now we\u2019ve always released the G\/Ultimate versions in a physical format, however thanks to wider-reaching network infrastructure the percentage of home consoles connected to the net has greatly increased and digital purchases have become more common. Even with <em>World<\/em>, we had a large portion of digital sales globally. To meet the needs of this growing audience, we decided to offer <em>Iceborne<\/em> as downloadable content (DLC) that only includes the new features. Of course, for players who haven\u2019t purchased the base game yet, we also have a physical disc version that includes both <em>World<\/em> and <em>Iceborne<\/em>.\n                                            <\/dd>\n\n                                            <dt>What aspects of the game do you particularly want players to enjoy?<\/dt>\n                                            <dd>\n                                                As far as action goes, definitely the Clutch Claw. It can be used with all weapons, and it\u2019s an easy mechanic to understand. You can fire the Clutch Claw from the slinger attached to your character\u2019s arm, and from there you can grab onto a monster, then wound it to make it more susceptible to attacks, or you can force the monster to change directions and set off traps or bash itself into walls. In terms of narrative, players can enjoy a story that picks up after the events of <em>World<\/em> and includes appearances from fan-favorite monsters from previous games in the series. In <em>World<\/em>, we didn\u2019t have a lot of returning monsters, and since many players were asking for them, we delivered as many as we could.\n                                            <\/dd>\n\n                                            <dt>Were there any other major improvements from the base game?<\/dt>\n                                            <dd>\n                                                We improved on the action as well as the usability of the player\u2019s headquarters. We also previously only had difficulty levels for one player or four players, but we realized that there were many people who were playing in pairs, with their partners for example, so we added a difficulty level for two players. Since they were only playing with each other, we wanted to ensure that the needs of those players were met as well.\n                                            <\/dd>\n\n                                            <dt>How were you able to collect that kind of information?<\/dt>\n                                            <dd>\n                                                We started with searching for player feedback on social media, and also got opinions from people within Capcom\u2014not just from development staff, but from other sections of the company as well. Additionally, we received reports from our overseas branches on feedback from players globally, and our in-house localization team also gathered opinions that were posted online.\n                                            <\/dd>\n\n                                            <dt>You\u2019ve been taking an active role in many overseas events. What do you personally feel is the difference between Japanese fans and fans from other parts of the world? <\/dt>\n                                            <dd>\n                                                There\u2019ve been times where we do interviews one after another so I\u2019m not able to leave the interview room, but when I talk to the local media and players, I\u2019m able to get a sense of their preferences and experiences. Everyone\u2019s interests are different. My personal impression is that the overseas media are very direct with their questions, which is an interesting difference from the Japanese media. I also feel that no matter where I go, the number of people who know about <em>Monster Hunter<\/em> has grown. It\u2019s grown especially popular in Asia. It may be surprising, but in countries such as China, Malaysia, Korea, and Taiwan, etc., <em>Monster Hunter<\/em>\u2019s popularity is really on the rise.\n                                            <\/dd>\n                                        <\/dl>\n\n                                        <p class=\"txtC mB25\"><img decoding=\"async\" src=\"\/ir\/english\/assets\/images\/interview\/2019\/vol01\/img_p03.png\"><\/p>\n\n                                        <div class=\"sectionch\">\n                                            <h4 class=\"mT0 subtitle\">Taking the Time to Develop New Talent<br>After 15 Years, a Continued Focus on the Future<\/h4>\n                                        <\/div>\n\n                                        <dl class=\"mT30\">\n                                            <dt>Game development nowadays has grown greatly in scope. How many developers are working on <em>Iceborne<\/em>?<\/dt>\n                                            <dd>It depends on the phase, but we have over 300 people working on the game. Capcom\u2019s game development is split up into two large groups, and the <em>Iceborne<\/em> team is part of Consumer Games Development Division 2, which has around 700 people, so you can understand the scope of <em>World<\/em>\u2019s team from that.<\/dd>\n\n                                            <dt>What is the reasoning behind having that many people?<\/dt>\n\n                                            <dd style=\"magin-left:260px;\">Instead of one person managing the project by themselves, each section has their own leader managing things. We\u2019re also creating an environment where we can develop our staff. Each year, our company welcomes over 100 new university graduates, so the leaders of each section help with their training.<\/dd>\n                                            <p><img decoding=\"async\" src=\"\/ir\/english\/assets\/images\/interview\/2019\/vol01\/img_p05.png\" class=\"rightimg\"><\/p>\n\n                                            <dt>One hundred people is a big number!<\/dt>\n                                            <dd>We\u2019re focusing on the future and bolstering our development capabilities. Of course, it takes time to nurture skills, but each person is a vital asset for the future of Capcom that we\u2019re dedicated to training for years to come.<\/dd>\n\n                                            <dt>Is this large-scale development trending in the entire industry?<\/dt>\n                                            <dd>Yes, I believe so. Technological advances have allowed us a greater range of presentation compared to the past, so it\u2019s a natural progression. Working closely with our Technology R&amp;D Department is our company\u2019s strength, and we\u2019re actively integrating new technology.<\/dd>\n\n                                            <dt>\n                                                Globally, it\u2019s said that the video game industry has grown to 40 trillion yen. With the news of GAFA* entering the market, it looks like we\u2019re entering an era of very fierce competition. Do you have the confidence that Capcom can survive?<br>\n                                                <span class=\"txt11 intdent1em\">*GAFA: A general acronym representing the 4 largest IT companies: Google, Amazon, Facebook, Apple.<\/span>\n                                            <\/dt>\n                                            <dd>I believe Capcom can do it. Iteration is very important in technological development, so if you\u2019re five years late, it will take ten years to catch up. At Capcom, we develop our own game engine, which I think allows us to keep up to date with the latest technology. <\/dd>\n\n                                            <dt>You\u2019ve been working on this series as a producer for a very long time now. Do you have a sense of accomplishment for what you\u2019ve made the series into?<\/dt>\n                                            <dd>\n                                                This series is something we\u2019ve developed as a team, so I can\u2019t take full credit. I can\u2019t make or sell anything by myself. Luckily, we have a young generation of new recruits that mention having played the previous <em>Monster Hunter<\/em> games as kids. They know so much about this series, and they might end up creating an entirely new kind of <em>Monster Hunter<\/em>. The series is now 15 years old, but I believe it\u2019s a game that will continue to evolve.\n                                            <\/dd>\n\n                                            <dt>Looking back at the past 15 years, is there anything that has left an impression on you? Perhaps how <em>Monster Hunter Freedom Unite<\/em> became an explosive hit?<\/dt>\n                                            <dd>Yes, <em>Freedom Unite<\/em> as well as <em>World<\/em>. On the domestic stage, <em>Freedom Unite<\/em> really changed the series, in terms of the uptick in the series\u2019 popularity and buzz, and the expansion of the player base. If you ask Japanese players which title left the biggest impression on them, many will say it was <em>Freedom Unite<\/em>. On the global stage, it was <em>World<\/em> that changed everything.<\/dd>\n\n                                            <dt>Where do you want to take <em>Monster Hunter<\/em> from here?<\/dt>\n                                            <dd>\n                                                Compared to Capcom\u2019s other major IPs, <em>Monster Hunter<\/em> is still a relatively young series. I don\u2019t presume that everyone in the world knows about <em>World<\/em> or <em>Iceborne<\/em>. Even in Japan we\u2019ll have a new generation of players. Since I started my involvement with the series, I\u2019ve wanted to take <em>Monster Hunter<\/em> beyond games, and make it prevail globally. For the last 15 years we\u2019ve been working hard, but we still haven\u2019t reached our goal. From events to movies and more, we\u2019re going to keep pushing the brand even further.\n                                            <\/dd>\n\n                                            <p class=\"txtC mB25\"><img decoding=\"async\" src=\"\/ir\/english\/assets\/images\/interview\/2019\/vol01\/img_p02.png\"><\/p>\n\n                                            <dt>Could you give us a few parting words about the future? <\/dt>\n                                            <dd>\n                                                <em>Iceborne<\/em> has been built with <em>World<\/em> as its foundation so that players can enjoy a deeper dive into its world. We also have several updates planned to keep everyone playing even longer. We\u2019ll keep thinking of how best to meet our players\u2019 expectations while introducing the series to newcomers around the world. Happy hunting!\n                                            <\/dd>\n                                        <\/dl>\n\n                                        <p class=\"txtC mB25\"><img decoding=\"async\" src=\"\/ir\/english\/assets\/images\/interview\/2019\/vol01\/img_p04.png\"><\/p>\n                                    <\/div>\n                                    <!-- \/text -->\n                                <\/div>\n                                <!-- \/bg_rock -->\n\n                                <div class=\"subnavi clearfix\"><\/div>\n\n                                <div class=\"backtop\">\n                                    <a href=\"\/ir\/english\/interview\/2019.html\">\n                                        <p class=\"bktotop\">Back to 2019 Top Page<\/p>\n                                    <\/a>\n                                <\/div>\n\n                                <ul class=\"localnavi clearfix\">\n                                    <li>\n                                        <a href=\"\/ir\/english\/interview\/2019\/vol01.html\"><img decoding=\"async\" src=\"\/ir\/english\/assets\/images\/interview\/2019\/navi_01.png\" alt=\"INTERVIEW 01: Globalization through Team Work An Ever-evolving Hunting Experience, Fifteen Years and Counting\/ Ryozo Tsujimoto\/ Managing Corporate Officer, Head of Consumer Games Development Division 2 and Mobile Online Development Division\"><\/a>\n                                    <\/li>\n\n                                    <li>\n                                        <a href=\"\/ir\/english\/interview\/2019\/vol02.html\"><img decoding=\"async\" src=\"\/ir\/english\/assets\/images\/interview\/2019\/navi_02.png\" alt=\"INTERVIEW 02: FHere Comes a New Challenger: How Street Fighter is Building an Ecosystem in the Burgeoning Esports Market\/ Nobuhiko Shimizu\/ Corporate Officer, Head of eSportsBusiness Division\"><\/a>\n                                    <\/li>\n                                <\/ul>\n                            <\/div>\n                           <h2 class=\"c-ttl-middle is-gray is-pc\">Developer Interview Archives<\/h2>\n<h2 class=\"c-ttl-middle is-gray is-sp\">Archives<\/h2>\t\t\t\t\t\t\t\n<ul class=\"c-backNumber\">\n<li>\n<a href=\"\/ir\/english\/interview\/2021.html\">2021<\/a>\n<\/li>\n\n<li>\n<a href=\"\/ir\/english\/interview\/2020.html\">2020<\/a>\n<\/li>\n<li>\n<a href=\"\/ir\/english\/interview\/2019.html\">2019<\/a>\n<\/li>\n<li>\n<a href=\"\/ir\/english\/interview\/2018.html\">2018<\/a>\n<\/li>\n<li>\n<a href=\"\/ir\/english\/interview\/2017.html\">2017<\/a>\n<\/li>\n<li>\n<a href=\"\/ir\/english\/interview\/2016.html\">2016<\/a>\n<\/li>\n<\/ul>\n\n                            \n<\/div>\n","protected":false},"excerpt":{"rendered":"<p>Ryozo Tsujimoto Managing Corporate Officer Head of Consumer Games Development Division 2 and Mobile Online Dev [&hellip;]<\/p>\n","protected":false},"author":7,"featured_media":0,"parent":9974,"menu_order":0,"comment_status":"closed","ping_status":"closed","template":"template\/other.php","meta":{"_acf_changed":false,"footnotes":""},"class_list":["post-9976","page","type-page","status-publish","hentry"],"acf":[],"aioseo_notices":[],"lang":"english","translations":{"english":9976,"ja":513},"pll_sync_post":[],"_links":{"self":[{"href":"https:\/\/www.capcom.co.jp\/ir\/wp-json\/wp\/v2\/pages\/9976"}],"collection":[{"href":"https:\/\/www.capcom.co.jp\/ir\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/www.capcom.co.jp\/ir\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/www.capcom.co.jp\/ir\/wp-json\/wp\/v2\/users\/7"}],"replies":[{"embeddable":true,"href":"https:\/\/www.capcom.co.jp\/ir\/wp-json\/wp\/v2\/comments?post=9976"}],"version-history":[{"count":7,"href":"https:\/\/www.capcom.co.jp\/ir\/wp-json\/wp\/v2\/pages\/9976\/revisions"}],"predecessor-version":[{"id":23892,"href":"https:\/\/www.capcom.co.jp\/ir\/wp-json\/wp\/v2\/pages\/9976\/revisions\/23892"}],"up":[{"embeddable":true,"href":"https:\/\/www.capcom.co.jp\/ir\/wp-json\/wp\/v2\/pages\/9974"}],"wp:attachment":[{"href":"https:\/\/www.capcom.co.jp\/ir\/wp-json\/wp\/v2\/media?parent=9976"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}