Around 18 months ago, during an informal chat with an extremely well-placed individual in the hardware manufacturing business, an interesting nugget of information dropped into the conversation - Nintendo was already accepting pitches from third parties on the hardware make-up of its successor for Wii U. Two names were mentioned: AMD and Imagination Technologies, creators of the PowerVR mobile graphics tech. With the lack of backing sources, that little aside never made it to print, but as Nintendo strives to bounce back from the Wii U sales disappointment, eyes inevitably turn towards future platforms.
Is it too early to be talking about new Nintendo hardware? Perhaps - but the fact is that the firm itself has been very open about the general direction it is taking going forward, to the point where it has restructured its entire R&D around a new strategy, designed to address its issues in getting software to market, with fundamental implications for the technological make-up of its next-gen hardware. Handheld and traditional console are now overseen by a single, integrated department, run by Nintendo veteran, Genyo Takeda. The company is openly questioning the future of its business: whether to continue with both handheld and console, to combine them into a single product, or to perhaps expand the range still further. Whatever solution is chosen, integration is key.
Historically Nintendo has been rather insular - behind the times, even - but Iwata and his team are now taking cues from competition in the wider world. In iOS and Android, Nintendo sees platforms that allow games to migrate across to many different types of gaming hardware.
The timing for Nintendo's more integrated next-gen strategy couldn't have been better. Recent trends in gaming technology are based very much on the kind scalability Nintendo will be interested in. Take Nvidia, for example. It developed the Maxwell tech found in Tegra X1 as a mobile architecture first and foremost, then scaled it up to top-of-the-line PC graphics cards. The potential of this kind of scalability for Nintendo is immense, though its published ideas on what form its architecture should take don't quite seem to make sense when the alternatives are so much more enticing.
Wii U certainly has some interesting elements to its technical make-up - it's just that more modern technologies do the same job more efficiently and more cheaply. Nintendo incorporated both CPU and GPU into a multi-chip package, allowing for speedier interconnects and greater power efficiency. However, while an interesting solution, it lacks the elegance, integration and especially the cost benefits of the integrated SoC (system on chip), where all components sit on the same piece of silicon. Wii U also used out-dated production technologies - a 45nm process for its CPU, and 55nm for the GPU. Xbox One and PS4 both launched 12 months later with completely integrated processors at 28nm, the same kind of technology that would have been available to Nintendo if it had embraced a more modern design. For back-compat purposes, Nintendo may wish to hold onto the Wii U architecture, but on the flipside, the lack of commercial success for the latest Nintendo console means that there is less pressure for the firm to continue to support this feature.
Assuming that Nintendo's next hardware launch takes the form of a 3DS replacement, Nvidia is also in with a good shout at becoming the Mario maker's partner of choice. It's a proven SoC designer, capable of delivering stellar results on both mobile and larger form factors. There is some history there, though - 3DS was originally based on Nvidia Tegra hardware, prototype devkits where in circulation, but the deal went south for reasons unknown.
Timescale-wise, it's difficult to picture any new Nintendo hardware (be it console or handheld) arriving before 2016 - more likely 2017 - but what's important to keep in mind is that despite arriving midway through the console generation (as defined by Sony and Microsoft at least), the company is unlikely to utilise the absolute best technology available at that point. Nintendo views its hardware decisions in a very different way to almost every other games technology vendor. To use Genyo Takeda's parlance, a Nintendo machine is defined by a combination of technology and entertainment, not raw specs.
The question of just how powerful the hardware needs to be depends to a certain extent on Nintendo's approach to third-party support. Part of the problem with Wii U was the fact that it was attempting to do something new and different, while at the same time making a play for multi-platform developers - few of whom ended up putting a lot of effort into using the GamePad effectively, and who found it hard to translate Xbox 360 and PS3 titles across to a platform with a very different hardware balance. Meanwhile, Nintendo itself continues to produce unique, visually brilliant games irrespective of the spec. Third party software has never dominated Nintendo's bestseller charts - even during the Wii's period of market dominance - something Iwata himself acknowledges:
"Many people say that when a platform loses its momentum, it tends to receive little third-party support," he said. "But I think it is not a matter of the number of titles but the real problem lies in the availability of popular software that is selling explosively."
In short, it's a case of quality over quantity, with tacit acceptance that it will be Nintendo (and 'second party' partners) that once again provides the must-have titles that define the console experience. Getting the release schedule right is, as Nintendo has accepted, more a matter of logistics - integrating development to spread across its platforms, allowing for more titles from the existing teams. There's also the question of initial momentum. The Nintendo N64 hardware might have been delayed, but the wait was worthwhile - launching with Super Mario 64 and Pilotwings 64 (and Star Wars: Shadow of the Empire in Europe) saw Nintendo hit the ground running in a way that GameCube and Wii U couldn't achieve.
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It's a very interesting article- it has some nice speculations about where Nintendo's hardware might go going forward, as well as some great hypotheses about how Nintendo sees itself and its hardware within the scope of the larger industry, as well as the ever pertinent question of third party support.
It sounds like Nintendo will be trying different from the other two manufacturers for the next generation again, except this time, that 'different' will not be a gimmick, but a reasonable and logical extension of their development techniques (and probably something that will be of great help to developers all around in general, rather than hindering them). The old 'Fusion' or 'Hybrid' idea seems to be what they are going for, albeit with a twist. They've never had their back to the wall they do now, and usually they come out all guns blazing. I want to see what they do this time as well.
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