Naked Shuriken said:More 4th rate site pimping. Can someone just repaste the interesting part of the interview?
MutFox said:I wish one of the questions was about what nintendo will do with cheaters.
That is what ruins online for me.
Okay, that's cool. Unified login and web stats get!But underline there is a single identity which is used and we will allow you to connect that to your account on nintendo-europe.com or if you're in the US nintendo.com, so it can be linked together there. And you can look at your buddy-list, look at your high-scores, and compare, all through the webinterface.
Each DS gets a unique key assigned to it the first time it logs on, so your screen name doesn't matter for nintendo to identify youMrbob said:Cheating will always be a problem in online gaming.
I understand why Nintendo is offering multiple screen names being the same but I wish they wouldn't do it. Yeah there is an identity key but does that key always show up? What if you have four or five people on your buddy list with the same screen name?
GaimeGuy said:Each DS gets a unique key assigned to it the first time it logs on, so your screen name doesn't matter for nintendo to identify you
Mrbob said:I'm not talking about Nintendo identifying users. I'm talking about users identifying users. What if you have 5 different "Dan"'s on your friends list? That would suck.![]()
D. Copyrighted MaterialNaked Shuriken said:More 4th rate site pimping. Can someone just repaste the interesting part of the interview?
Mrbob said:I'm not talking about Nintendo identifying users. I'm talking about users identifying users. What if you have 5 different "Dan"'s on your friends list? That would suck.![]()
damn, my plans are ruined!You don't really want people you don't know coming into your village and chumping down your trees
Mrbob said:I'm not talking about Nintendo identifying users. I'm talking about users identifying users. What if you have 5 different "Dan"'s on your friends list? That would suck.![]()
jman2050 said:What wasn't clear to me was the match-making service. Simple question: Would it be like Halo 2's?
PN: We know that the registration mechanism will be very easy, how will you ensure that the friend you intend to add is actually really your friend?
JM: There is no user identification or password that you enter. But each DS and each user on the DS is uniquely identified on the system. So it's very much like giving to someone your mobile number. We generate a kind of one-time password: say "Add me to your buddy-list, here is my thing". A number, a password, or something like that. When they go online, they find you and ask you to be added to their list. It's really like sharing your phone number with somebody.
PN: Does it also require each user to have a different name or nickname? Can you have more than one Jim on the NWC?
JM: No, you can have as many as you want. It's one of the criterias. If you want to go to America On Line, because their namespace is horrible, I can't be Jim, I'll have to be JimSomething. So we do want to have duplicate names. We know people want to be called Mario when playing Mario Kart, or Tom Nook when playing Animal Crossing. And what the developers have asked for is the ability to have names in context of the game. So you might be Mario while racing a Mario Kart game, and Tom while playing Animal Crossing, so you don't have to pick one name for all games. But underline there is a single identity which is used and we will allow you to connect that to your account on nintendo-europe.com or if you're in the US nintendo.com, so it can be linked together there. And you can look at your buddy-list, look at your high-scores, and compare, all through the webinterface.
PN: Will the registration be per system or per game?
JM: We do use the term profiles. Profile defines different WiFi connections or locations. At home you might have a profile that uses WEP encryption and doesn't need a username or password. And you might have to have, if you play at work, another profile with a username and password. It's not for Nintendo, it's for your connection to the Internet. We also have a profile for Nintendo free hotspots that we'll put at retail locations, shopping malls and so on. Once those profiles are set up, it will detect them automatically, but it just needs to know if it's your home SSID to define, it has to use this WEP key in this environment. In terms of you picking up a username, the first time you connect to WiFi Connection Service, DS will automatically generate a userID that you will never see, you don't need to, but there is one created which creates the account for you on the servers. As far as you're concerned, you just get on and play the game.
PN: Is it the same number you give to your friends in order to appear on their buddy-list?
JM: No, it's an easier number, it's not the same number. The unique identifier for that DS, for that player, is complex. It uses the MAC Address, the time, just to make sure it is unique, because it is generated offline. So we have to know it has to be unique. That one is a bit complicated, but it's OK because you will never see it. When you want to add somebody to your buddy-list, you ask your system to give you a unique password or key that you'll give to your friend.
PN: So you'll have some servers on the network taking care of this stuff?
JM: What happens is the following: on your system it will generate a password. You can do that when both are without a WiFi Connection. The next time you go online, you get the request from your friend who also went online at some stage, and that's it. It will wait for a certain period of time. Basically every time you connect via WiFi, we have to poll the server and check if there's anybody willing to add me to their buddy-list. It's very transparent.
Jim Merrick said:JM: We do use the term profiles. Profile defines different WiFi connections or locations. At home you might have a profile that uses WEP encryption and doesn't need a username or password. And you might have to have, if you play at work, another profile with a username and password. It's not for Nintendo, it's for your connection to the Internet. We also have a profile for Nintendo free hotspots that we'll put at retail locations, shopping malls and so on. Once those profiles are set up, it will detect them automatically, but it just needs to know if it's your home SSID to define, it has to use this WEP key in this environment. In terms of you picking up a username, the first time you connect to WiFi Connection Service, DS will automatically generate a userID that you will never see, you don't need to, but there is one created which creates the account for you on the servers. As far as you're concerned, you just get on and play the game.
Satoru Iwata said:We will let DS owners enjoy Wi-Fi without the difficulty of entering an SS-ID or WEP key.
ManaByte said:So they will have a profile set up for free hotspots to automatically log you in, but you still need to enter your SSID or WEP key for encrypted networks.
DirtyHarry said:The picture confirms it. :lol
(Actually, the Elephant Man's name was John Merrick, not Jim)
Jim Merrick said:We also have a profile for Nintendo free hotspots that we'll put at retail locations, shopping malls and so on.
Jonnyram said:Anyway, technicalities aside, the service seems to have been well thought out, and I can't wait to play online on a handheld!
ManaByte said:You can play online on a handheld now. It honestly isn't as good as on a console because communication is near impossible.
PSP is not online in Japan yetManaByte said:You can play online on a handheld now. It honestly isn't as good as on a console because communication is near impossible.
Re-read the interviewGDGF said:Nintendo's already working on voice over IP, though. That should make things a hell of alot easier.
Merrick said:JM: Voice over IP is a very interesting idea, and there's a lot you can do with it. I don't think the DS makes a very good telephone. It was a technical demo and how we might incorporate that in games in the future, I don't know. But I see it as something we'd like to bring into a game, where communication plays a fundamental part of the game. We don't want to get into the IP Phone type of business.