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INTERVIEW | Ryozo Tsujimoto on How Monster Hunter Became Capcom's Most Popular Series

The producer reflects on the rise of Monster Hunter from niche import to global hit, highlighting player interaction, cutting-edge visuals, and diversification.

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Ryozo Tsujimoto at Capcom's headquarters in Chuo Ward, Osaka City. (©Sankei by Mizue Torikoshi)

Many titles have become classics in the gaming world, but few have created entirely new genres. Among these rare achievements is Capcom's Monster Hunter series, widely recognized as the first of its kind in the hunting action genre. 

One of the game's appeals lies in its cooperative gameplay, where players join forces to hunt monsters and use the materials they collect to upgrade their weapons and armor. 

Although the genre first gained popularity in Japan, it has since captivated players worldwide. Central to the series' inception and ongoing success is producer Ryozo Tsujimoto.

Ryozo Tsujimoto in Chuo Ward, Osaka City. (©Sankei by Mizue Torikoshi)

Fostering Interaction

The first Monster Hunter game was released in 2004 on Sony Corporation's (now Sony Group) PlayStation 2. Back then, setting up the communication infrastructure for cooperative play was much more challenging than it is today. 

Reflecting on this, Tsujimoto noted, "That made the user base more dedicated, and they embraced the new concept." 

The series achieved a significant breakthrough with the launch of Sony's PlayStation Portable, a gaming console equipped with built-in wireless communication. This innovation allowed up to four players to easily gather for cooperative gameplay without needing special equipment or setups — even outdoors. 

In 2008, Capcom released the highly successful Monster Hunter Portable 2nd G (2nd G), which introduced the iconic phrase "Let's go on a hunt." 

"At a time when gathering at a friend's house to play games was becoming less common, we were able to let players rediscover the joy of playing together," Tsujimoto said.

The success of the portable games captured the essence of the series, which is to foster communication.

Despite its domestic success, the Monster Hunter series initially struggled to gain traction outside Japan. While 2nd G shipped over four million copies, the vast majority of sales were in Japan, with only modest results overseas.

For years, the series remained largely Japan-centric, but this changed dramatically in 2018 when Monster Hunter: World became a global phenomenon.

Monster Hunter: World extended edition (Provided by Capcom)

Five Million Copies Sold in Three Days

Monster Hunter: World marked the series' return to home consoles after a nine-year hiatus. It quickly shipped over five million copies worldwide within just three days of its release. 

The addition of a PC version further propelled its success, with total sales surpassing 20 million copies, making it Capcom's best-selling title to date.

"We aimed to create a Monster Hunter game that could compete globally by leveraging the latest technology of the time," Tsujimoto explained. 

The game boasted cutting-edge visuals, including 4K resolution and high dynamic range (HDR) for enhanced lighting effects, ensuring top-notch quality. 

To make the game more accessible for newcomers, Capcom conducted extensive overseas testing and introduced user-friendly features, such as displaying damage numbers when monsters are hit.

Immersive design was also a critical focus for the development team. "We paid attention to details such as how a monster's skeletal structure would influence its movements and which monster would be dominant in a specific ecosystem," Tsujimoto stated. 

This meticulous attention to detail contributed to a surge in international players, expanding the series' core value of fostering communication through gameplay to a global audience. 

The next installment, Monster Hunter Wilds, is set to launch in 2025. While specific details remain under wraps, Tsujimoto revealed that it will "capture the duality of nature's rawness and richness." The ambition to create a new and innovative Monster Hunter experience continues to drive the team forward.

Tsujimoto's Childhood

Capcom, the company behind Monster Hunter, was founded by Ryozo Tsujimoto's father, Kenzo Tsujimoto. Originally established in 1979 as IRM Corporation, the company initially focused on developing and selling gaming equipment. In 1989, it evolved into the Capcom we know today.

Although Ryozo Tsujimoto grew up surrounded by the gaming industry, he reflected, "During elementary and middle school, I was completely absorbed in baseball and never considered a career in the gaming industry."

One game that stood out to Tsujimoto during his childhood was Mario Bros. on Nintendo's Family Computer (Famicom), a game he often played with friends. "You could team up or betray each other. It was simple yet packed with all the ways to enjoy multiplayer gaming," he reflected.

The early exposure helped Tsujimoto appreciate the essence of gaming — how different play styles and narratives can emerge with multiple players. This diversity and the excitement of cooperative play would later become core elements of the Monster Hunter series.

From Player to Creator

The first Capcom game that truly captivated Tsujimoto was Street Fighter II, widely credited with igniting the fighting game craze. The combination of strategic gameplay and quick, three-minute matches made it highly engaging and accessible. During his university years, Tsujimoto frequently visited the local arcade, playing the game almost daily.

Another game that left a lasting impression on him was Resident Evil, the horror action title released on Sony's PlayStation in 1996. "I was struck by how terrifying a game could be," Tsujimoto recalled. "I was also surprised by the survival elements, like limited ammunition."

Tsujimoto had always aspired to be involved in creative endeavors, and the enhanced capabilities of the PlayStation made games more expressive than ever. 

Intrigued by the potential of this evolving technology, Tsujimoto decided to join Capcom. He explained that this was not out of any sense of obligation to his father, but simply because "the company was making a lot of interesting games." 

Ryozo Tsujimoto (third from the right) promoting the Monster Hunter 10th anniversary exhibition with members of the idol group Nogizaka46 in April 2014, Chuo Ward, Tokyo.

Learning from Both Successes and Failures

Tsujimoto joined Capcom as a planner, diving into every stage of game development from initial planning to final completion. He gained hands-on experience by collaborating with programmers, designers, and sales and promotion teams, allowing him to grasp the complexities of game creation. 

"I gained a comprehensive understanding of the entire process, from making a game to delivering it to players," he reflected.

Naturally, there were challenges along the way. At one point, a fighting game he had worked on for a year was canceled. "Game development is a continuous journey of learning from both successes and failures," he explained. This accumulation of experience has been essential to his current success.

Now a producer, Tsujimoto noted, "It's easier to create a game when the goal is clear." Therefore, he sets objectives based on market trends and existing games, collaborating closely with his team to ensure everyone shares a common vision. 

He emphasized, "While technical changes may occur, the initial concept remains unchanged." This consistent approach has been pivotal in producing numerous successful titles.

Boosting Visibility

The Monster Hunter series stands out among Capcom's games for its diverse and innovative expansions beyond gaming.

The collaboration with theme park Universal Studios Japan (USJ) began in 2011 with the attraction Monster Hunter: The Real. It has continued regularly since. 

This partnership marked the first collaboration between a Capcom game and USJ. It offers visitors the thrill of encountering life-sized monsters and enjoying game-inspired meals for a truly immersive experience.

Ryozo Tsujimoto and actress Emiri Henmi at the pre-opening of "Monster Hunter: The Real" at Universal Studios Japan in August 2011.

Furthermore, in 2010, Monster Hunter collaborated with Shibu Onsen in Nagano Prefecture. This unexpected partnership transformed the nostalgic hot spring town into a Monster Hunter-themed attraction, creating quite a buzz.

Such initiatives have been a priority since the early days of Monster Hunter's development. "My promotional concept was to make Monster Hunter visible in everyday city life," Tsujimoto explained.

This approach aligns with the series' emphasis on communication. As the game expanded to handheld consoles, Monster Hunter became accessible anytime, anywhere, and with anyone. 

Attracting new players requires visibility. "I wanted something in the city that would help players recommend Monster Hunter to their friends," Tsujimoto said.

Diversification Strategy

The game also differentiated itself as an action game featuring monsters that appealed to female players. "We were strongly mindful of female users," Tsujimoto noted. 

Collaborations extended to female-friendly spaces like karaoke chain Pasela, themed cafes, and the Hunters Bars. "We even considered details like encouraging couples to play together."

Capcom's long-standing "Single Content, Multiple Usage" strategy, which extends its intellectual properties beyond gaming, has also been a crucial factor. A prime example is the 1994 Hollywood film Street Fighter, based on its popular fighting game series. 

Capcom co-financed the movie, which not only elevated the brand's visibility but also continues to generate millions of yen in annual revenue. 

Subsequent live-action adaptations of Resident Evil and Monster Hunter further built on Capcom's proven track record of successful multi-faceted expansions.

Getting Noticed Comes First

Capcom's supportive approach to diversification has been a major asset. "We have a structure that allows our team to manage all events, collaborations, and merchandise in-house," Tsujimoto noted. 

This strategy proved particularly advantageous with the 2023 launch of the location-based smartphone game, Monster Hunter Now.

Developed by Niantic, the American company known for pioneering location-based gaming, Monster Hunter Now was created under a license from Capcom. 

"They came to meet us, and I approved it in five minutes. It was exactly what we wanted to do, so I made the decision on the spot," Tsujimoto recalled.

The global game market is expected to continue growing, driven by the rise of digital distribution. This has led to a surge of diverse titles from around the world, intensifying competition. While Japan's gaming industry has lost some of its former momentum, Tsujimoto has no intention of falling behind.

"Games are a form of content that Japan can share with the world. That's why it's essential to find ways to reach people in different regions, whether through video distribution or other channels," Tsujimoto stated. "First and foremost, it's important for people to become familiar with our games. After that, we'll continue to deliver fun and engaging titles."

About Ryozo Tsujimoto   

Tsujimoto was born in 1973 in Habikino City, Osaka Prefecture. After graduating from Kinki University, he joined Capcom in 1996. He played a key role in developing the first Monster Hunter game in 2004, overseeing its online system. 

Tsujimoto became a producer with Monster Hunter Portable 2nd in 2007, spearheading collaborations with theme parks, restaurants, and hot spring resorts. In 2022, he was promoted to Executive Corporate Officer. His father, Kenzo Tsujimoto, is the founder and Chairman of Capcom, and his older brother, Haruhiro Tsujimoto, is the company's President.

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(Read the interview in Japanese.)

Interviewer:  Hiroto Kuwajima, The Sankei Shimbun