More at the link: http://www.capcom.co.jp/ir/english/interview/2019/vol01/
Who Capcom interviewed:
Initial sales goal for MHW:
Where Monster Hunter World is selling most regionally:
How Iceborne was planned:
Differences between fans in parts of the world:
Scope of game development in Iceborne:
Why?:
Big number!:
Global industry trends:
Can Capcom survive against GAFA?:
Looking back:
Where to go from here:
Parting words:
Who Capcom interviewed:
Ryozo Tsujimoto
Managing Corporate Officer
Head of Consumer Games
Development Division 2 and Mobile Online Development Division
He has served as producer of the Monster Hunter series since the 2007 launch of Monster Hunter Freedom 2. As producer of Monster Hunter World: Iceborne, he oversees all aspects of the title.
Initial sales goal for MHW:
Q: Before we talk about Monster Hunter World: Iceborne, we'd like to ask about the base game, Monster Hunter: World, which we heard had the "World" 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?
A: We were developing Iceborne in parallel after the release of World, so there was no real sense of "finally, we're finished!" Even now we're continuing to promote World, so it's still too early for a breather. Having said that, we'd always felt that selling 5 million copies was our first major goal, so we're 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 World, and as a producer I want to push its numbers even higher.
Where Monster Hunter World is selling most regionally:
Q: Sales have greatly surpassed 10 million units, but regionally, where is the game selling the most?
A: The game is of course selling well in every region, but it's doing especially well in North America. We've also maintained our sales numbers for Japan, which is a great result for us. We've been saying this since development, but we've wanted to welcome players coming to Monster Hunter for the first time, while still satisfying our current domestic audience, so we're relieved that the game is being well received in both markets.
How Iceborne was planned:
Q: Iceborne was released as an expansion to Monster Hunter: World. Could you tell us how this came into being?
A: Until now we've 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 World, we had a large portion of digital sales globally. To meet the needs of this growing audience, we decided to offer Iceborne as downloadable content (DLC) that only includes the new features. Of course, for players who haven't purchased the base game yet, we also have a physical disc version that includes both World and Iceborne.
Differences between fans in parts of the world:
Q: You've 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?
A: There've been times where we do interviews one after another so I'm not able to leave the interview room, but when I talk to the local media and players, I'm able to get a sense of their preferences and experiences. Everyone's 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 Monster Hunter has grown. It's grown especially popular in Asia. It may be surprising, but in countries such as China, Malaysia, Korea, and Taiwan, etc., Monster Hunter's popularity is really on the rise.
Scope of game development in Iceborne:
Q: Game development nowadays has grown greatly in scope. How many developers are working on Iceborne?
A: It depends on the phase, but we have over 300 people working on the game. Capcom's game development is split up into two large groups, and the Iceborne team is part of Consumer Games Development Division 2, which has around 700 people, so you can understand the scope of World's team from that.
Why?:
Q: What is the reasoning behind having that many people?
A: Instead of one person managing the project by themselves, each section has their own leader managing things. We're 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.
Big number!:
Q: One hundred people is a big number!
A: We're 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're dedicated to training for years to come.
Global industry trends:
Q: Is this large-scale development trending in the entire industry?
A: Yes, I believe so. Technological advances have allowed us a greater range of presentation compared to the past, so it's a natural progression. Working closely with our Technology R&D Department is our company's strength, and we're actively integrating new technology.
Can Capcom survive against GAFA?:
Q: Globally, it's said that the video game industry has grown to 40 trillion yen. With the news of GAFA* entering the market, it looks like we're entering an era of very fierce competition. Do you have the confidence that Capcom can survive?
*GAFA: A general acronym representing the 4 largest IT companies: Google, Amazon, Facebook, Apple.
A: I believe Capcom can do it. Iteration is very important in technological development, so if you're 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.
Looking back:
Q: Looking back at the past 15 years, is there anything that has left an impression on you?
A: Perhaps how Monster Hunter Freedom Unite became an explosive hit?Yes, Freedom Unite as well as World. On the domestic stage, Freedom Unite really changed the series, in terms of the uptick in the series' 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 Freedom Unite. On the global stage, it was World that changed everything.
Where to go from here:
Q: Where do you want to take Monster Hunter from here?
A: Compared to Capcom's other major IPs, Monster Hunter is still a relatively young series. I don't presume that everyone in the world knows about World or Iceborne. Even in Japan we'll have a new generation of players. Since I started my involvement with the series, I've wanted to take Monster Hunter beyond games, and make it prevail globally. For the last 15 years we've been working hard, but we still haven't reached our goal. From events to movies and more, we're going to keep pushing the brand even further.
Parting words:
Q: Could you give us a few parting words about the future?
A: Iceborne has been built with World 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'll keep thinking of how best to meet our players' expectations while introducing the series to newcomers around the world. Happy hunting!