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Revolution online

Skrevet af Matthias Aurelian - 26-03-2006 16:42

IGN har fået et interview med lederen bag Nintendo Wi-Fi Connection, Takao Ohara. Her blev der bl.a. snakket om, at pga. forskellen mellem den håndholdte DS og den stationære Revolution, ja, så bliver online-funktionerne til Revolution naturligvis også anderledes end til DS - og det bliver der stadig arbejdet på.

Hele interviewet kan læses her:

IGN: The Nintendo DS was announced having Wi-Fi capabilities, but it took more than a year to see the first Wi-Fi enabled game. What took so long?

Takao Ohara: Our concept with the Nintendo DS was to take the types of multiplayer games that we've seen with the Game Boy Color and Game Boy Advance that are played between systems with a wire, and make the experience wireless. That was the driving force behind the wireless functionality of the Nintendo DS. Once the Nintendo DS got to a point where the install base was growing and the system had momentum, it was at that point that we started finalizing all the details. Instead of launching the system with a service, we decided to use the extra time to build it more robustly.

IGN: What was behind the decision to go with a Friend Code system rather than building a community function where you can just connect with anyone you want?

Ohara: One of our main objectives was to create a network that would allow the largest amount of people to connect via this service. We looked at the different types of services already being used and came to the conclusion that the mass market really wasn't playing online. We found a lot more people were playing locally with all the systems out there. So we looked at why people weren't playing on existing network systems - the hardcore definitely was, but the casual and non-gamer definitely were not.

For the casual audience there are these psychological barriers that have been keeping them from playing online. Hardcore gamers don't care, but novice gamers have a hard time going into an online game and having to deal with the expert and hardcore gamer. They might feel they'll be made fun of or have to deal with foul and abusive language from other people. Casual gamer online games like poker don't usually have these same barriers like "standard" console online service does. We looked at that and thought that if we could seamlessly take that local DS wireless experience and bring it to the online, and to make it feel like they're playing it with someone right next to them instead of very long distances, we would be able to overcome those barriers and bring in more of the mass market.

Players can make a friend in a game by simply playing them locally, but in America friends live a great distance away from each other and might not be able to take advantage of this, which is why we use the 12 digit code so they can exchange it when they can't get together locally.

IGN: Do you see the service evolving to allow for a universal account where a friend can just enter one code and access you across all of the Wi-Fi service games?

Ohara: If there's a demand for a common or universal Friend Code we may look into trying to implement something like this. When we made the Wi-Fi service, we did consider this from the start, but obviously we went with a Friend Code on a game-by-game basis. Maybe you like playing someone in Mario Kart, but you necessarily wouldn't want to invite them into your Animal Crossing town. It allows the gamer to decide what people they play with in each game.

IGN: We've seen the service evolve with each game's release - Mario Kart limited to a basic interface, but Animal Crossing allows for features like text chatting. And in Metroid Prime Hunters we get voice chat and a lobby system for game matching. Will we continue to see new features to the system?

Ohara: Yes, we'll be continuing to add new features to the service as the games need them. Even now we're working on new features for future use. I do want to clarify something about the current feature list - we're not limited to the types of features we're ready to introduce, but we do limit them to the types of games online. For example, in Mario Kart players have the ability to play with anyone in the world to see how they stack up, but we still needed to have the comfortable experience…so for that reason we didn't include chat with the game. In Animal Crossing, the only people that can visit your village are the ones that you trust with your Friend Code. So, for that reason, you can chat. We certainly could have included chat with Mario Kart, but in doing so we might have failed in our aim to overcome the casual gamer's psychological barriers of online gaming.

IGN: What about the voice chat in Metroid Prime Hunters? Could that have been implemented in-game instead of restricting it to the lobby system?

Ohara: From a technical standpoint, it would depend on how much data is being exchanged between matches. It's certainly possible to have voice chat during the game, but since I wasn't involved in the development of Metroid Prime Hunters, I can't speak for those creators in why they chose to limit the chat before and after matches.

IGN: The interface seems to be all different in each Nintendo DS Wi-Fi game. Are you planning on having something similar to Xbox Live on the Revolution?

Ohara: The Nintendo DS is a handheld and the Revolution is a console, so you have to take into consideration how you apply Wi-Fi and the internet to a console versus a handheld. So you can expect the way to play online to change on the Revolution. We're still in the process of determining how it will change, so you'll be hearing about that later. We will still be adhering to our principals of online gaming, which is Simple, Comfortable, and Free.

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Kommentarer:

#1 - MegaGame

Level: 2 (Keese)

27-03-2006 11:12

de arbejder på det og vil ikke udtale sig mere om det? hmm hvad nyt er da lige i det?
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