"A Few Hundred People" Worked On Monster Hunter 4

By Ishaan . September 25, 2013 . 1:05pm

In an internal interview conducted at Capcom, Monster Hunter series producer Ryozo Tsujimoto (above) comments on the size of the development team that worked on the latest game in the series, Monster Hunter 4.

 

“It was tough dealing with the concept of tweaking the action system,” Tsujimoto says with regard to the challenges the development team faced during production. “Likewise, this time around we had a lot more people working on the game, so I felt this increase in staff made it difficult to share information and communicate effectively within each team.”

 

When asked how many people worked on Monster Hunter 4, Tsujimoto replies, “The number of people involved often varies with each project, but I’d say there was a few hundred people who worked on MH4 in total.”

 

It’s interesting to know that the size of the development team for Monster Hunter 4 was as large as it was. Typically, portable games employ smaller development teams, but given the multiplayer-oriented nature of Monster Hunter, the amount of content in the games, and the need to balance so many different aspects of them, it isn’t such a surprise that a larger team would be required to produce a well-rounded product.

 

For reference, despite being a game with high-definition visuals, DmC Devil May Cry had a development team of “over 90 members”. The fact that DmC is a single-player game probably contributes to that fact. Meanwhile, Resident Evil 6 had a development staff of over 600 people.

 

Monster Hunter 4 was released for the Nintendo 3DS in Japan earlier this month. The game has sold close to 2.2 million copies at retail so far.

 

Image courtesy Capcom.


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  • Jeremy Sumrak
  • Balalaika

    The game doesn’t look like it was worked on by a hundred or so people..

  • ronin4life

    That sounds more like all around mis-managment than anything else…

    • Sardorim

      What does?

      • ronin4life

        The disparity between project sizes, the number of people. We already know they have often over budgeted and over forecast, But perhaps they don’t have good staff management either…

        They seem all over the place with staff count with little ryhme or reason, and I feel a game being Multi player or not doesn’t help to explain the extant of it.

        • Ferofax

          The advantage of having that much people working on any single project is that pretty much ALL aspects of the game can be worked on SIMULTANEOUSLY, but it requires an incredible “nerve center” to coordinate everybody’s outputs and how they relate to other groups’ processes.

  • Heisst

    I hope he replaces his dad.

    • DanteMasamune

      Whose dad?

  • SirRichard

    Did you not learn anything from Resident Evil 6, Capcom? Sure, it’s a handheld game, even with a few hundred people working on it it won’t quite bloom to RE6′s budget, but that’s still absolutely ridiculous. Even here, the producer notes that communication was hard because there were so many people.

    You wouldn’t be havingfinancial problems if you just restrained yourselves a bit!

  • Fox

    Here’s hoping they’re finally able to implement a lock-on mechanic that doesn’t suck ass.

    • shuratan

      Lock-on mechanic in Monster Hunter? What is this madness?!

      • s07195

        Semi-lock on, really.
        You tap the L button once, and the camera centers on monster (but does not follow the monster).

        • teknik1200

          Yeah but the original poster is saying the current method is broken and he wants to cartwheel around teh boss.

    • Namuro

      If you’re talking about a permanent lock-on that keeps your view on a chosen monster at all times, then nope, I’m afraid it’s the same lock-on mechanic as in 3G/3U. I mentioned this to someone else already, but the main reasons being that:
      1. It provides challenge. The lack of perma lock-on forces you to be alert and active, in order to keep up with the monsters.
      2. A one spot lock-on will limit your attack and play style. You wouldn’t be able to freely attack various parts of the monsters (which you should be doing, and not just spamming on one area)
      3. Even if they make it so that you can toggle the lock-on between various parts of the monsters, that will take away the challenge and the excitement, as one of the most fun things about MH is about studying the monsters and discover its weaknesses through combat.
      4. Some monsters move REALLY fast in this game, if the camera follows these monsters’ every movement, I’m sure a lot of people will get dizzy or even sick.

      I think the semi lock-on is already quite a generous feature they threw in there. All the past MH games didn’t even have any kind of lock-on, and still became very successful, because the core gameplay already works well.

      At the end of the day, there’s still the Circle Pad Pro, which works extremely well! I recommend you to give it a try, and you might never need to lock-on ever again… (I use both though).

      • Fox

        I think in general my problem isn’t the lock-on per se, but rather how clumsily it (and the camera) are implemented. The second stick on WiiU helps a lot, but in general I think the game would be a lot better if you could just tap the R button to “lock” the camera on the nearest monster, for example.

        It’s not about locking-on the weapons, but rather locking on the camera.

        In my experience, the camera is the most difficult enemy to defeat in a MonHan game.

        • teknik1200

          but this isn’t true. sounds to me like you’ve made an excuse instead of learning to play.

          if you played enough you’d know how wrong your statement is.

          there’s a reason fans stay hooked on the game through every iteration and that’s because they haven’t caved to the accessibility nerf stick.

          The difficult enemy is yourself.

    • teknik1200

      lock on in monster hunter = fail

      just learn to play, the camera is fine.

      making the game easy would be lame.

  • British_Otaku

    We know from experience and even the article that game experiences aren’t necessarily better just because they have a bigger budget or bigger team. Good to see that they used their staff and resources well and it paid off though.

  • eilegz

    so many people to recycle the same thing and fundamentals from outdated ps2, wii and psp era assets….

    no wonder why capcom its in such a state but on other hand investing more people into MH maybe bring more things, and since the game will sell no matter what its good to see that capcom its willing to improve the dated and broken experience into something better

    • http://www.siliconera.com/ Ishaan

      Right, because the game has no monsters, no new animations, no new villages/areas, no new weapons and costumes and equipment that we’ve been reporting for months now. No, it’s exactly the same game as all the ones before it, just because you spotted a Rathian or two in the list of monsters.

      Christ.

  • Göran Isacson

    Now I’m just curious as to how much it cost to develop with all those people working on it, and if the games sales will end up generating enough profit for Capcom… then again, maybe MonHun will turn out to be a different beast from Resi6.

    • http://www.siliconera.com/ Ishaan

      Considering that they forecast 2.8 million by March and it’s already at 2.2 million, it’s doing very well, relative to expectations.

  • malek86

    This should teach a thing or two to all those guys who think that “it’s a 3DS game so the budget must have been pretty low”.

    With that team size and the development time, MH4 probably cost as much as your average AAA game.

  • glenngunnerzero

    “few hundred people who worked on MH4 in total”

    You don’t get a few Hundred People for a project in a localized area, unless you’re including a hundred play testers.

  • Tiredman

    Pay attention to where he says “in total.” Projects, even game projects, are built around different people doing different work at different times so there could easily have been no more than 50 people working on this game at different times over the course of production. I have a feeling a full budget, HD console game uses much larger groups at the same time, and for extended periods of time.

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