GameInformer interviewed series producer Ryozo Tsujimoto about Monster Hunter and his reflections on its tenth year.
Q: Did you ever imagine it would become such a popular franchise?
A: Those of us on the team often said things like, “We’d like to aim for a million sales,” amongst ourselves, but I honestly didn’t expect it to become such a hit. There were a lot of factors involved, but I think the co-op functionality played a major role for the series to have achieved such success.
Monster Hunter doesn’t portray a savage world, as we wanted anyone to feel welcome to jump in and play. If the game were too over the top and savage in atmosphere, we thought that even the co-op experience could come across as rather bleak. For instance, monsters are not defined as an “absolute enemy” in the game. Both monsters and hunters are together in this world just trying to survive; in this world, you either hunt or become prey. But Monster Hunter is also a world that’s designed in a fair way. It doesn’t matter who shows off the most during a quest. The rewards are distributed equally regardless who played the flashiest. We wanted to make sure that all players cooperate and help each other, and making sure everyone feels rewarded was a big part of that.