| zorg1000 said: What exactly does he mean by "absorb" Wii U architecture and how does one do that without using the same architecture as Wii U? |
Correct me if I'm wrong, but a common way for backwards compatibility to happen for a console is for the console itself to contain last gen's hardware in addition to the new console's hardware. Considering that the gamepad flopped I doubt that the next Nintendo console will use it, but that doesn't mean that they can't use the PPC hardware in the console itself as well as x86 for the newer side of the console.
Consider that the gamepad current costs them around $100 to manufacture and the Wii U itself around $175ish. Two years down the road, costs will most likely drop, particularly since they already have all the dyes and manufacturing in place. If it only costs Nintendo around $75 to produce Wii U hardware and they integrate that into a machine that with x86 and figure out a way for PPC and x86 to talk to one another easily, I don't really see the issue. It would just basically be like two machines in one shell.
Think of it like this, your PC and your printer are two different machines, but your PC tells your printer to print and your printer tells your PC that its done. All that is done with software so that they can communicate and understand eachother.
I think this could be done. Would it be easy? No. Would it be good for Nintendo moving forward? Hell yes. Think of everyone who owns a XBONE or PS4 right now who's hearing/seeing all the excellent games for the Wii U, but just doesn't want to bite. Nintendo releasing a console in 2017 with an entire library of games already out that they didnt get to experience, in addition to a whole new generations library, could be quite appealing to a lot of consumers. People will start looking for something new in 2 years time, if Nintendo gives them a non-dated option that has a ton of exclusives unlike the competition(PS4/XBONE have pretty much the same games atm), Nintendo could clean up quite handily.