And that fact is based on what?
I already coverd the points. To summerize: coders and artists capable of extracting performance for industry leading technology and graphics are rare. For games in the 2011-2012 timeframe to run on PS4 level hardware with results competitive with Sony's internal studios Nintendo would be stuck facing nightmarish staffing logistics: Training current staff, significant increase in overall staffing, aquisition of tools and compilers, the growing pains of going from GameCube hardware (single core, no real shaders) to
dozens of processors and fully programmable shader pipelines with all sorts of formats and techniques completely alien to Nintendo's internal studios. Most companies re-use a lot of code. It is also well known that PS3/Xbox 360 launch titles are significantly outdown by last-platform release titles because of the experience gains and the fine grained adjustments and growth made over a 5-6 year period.
Asking Retro Studios, in 2011, to turn out a title to compete with, say, Gears of War 3 is absurd! Retro won't be in a position to do that.
So why build hardware (invest money) in a design that your own studios won't be able to effectively extract competitive results from? The growing pains -- and the market backlash -- would be nasty. They would be best off investing that same money in a new input device or other technique that accents their vision because they won't be able to compete, internally, on the same turf Sony and MS will be work on.
Nintendo has their artists and programmers, relatively, working in the stone-age. Just looking at the art side.
Art
- Increased number of art assets and asset variety (larger worlds, more world diversity)
- Each art asset has
much higher fidelity
- Art assets using more techniques
Expecting your artists to effectively jump (i.e. compete and justify the expense) from 1,500 poly models to models approaching 100k polys plus normal/parallax maps derived from sorce material with 20M+ polygons (and lets not jump into all the other texture layers that will be in effect) and expect to compete against MS and Sony internal studios (or even 3rd parties) who have 5-6 years experience working with source models of that fidelity. Not to mention their coders have to create tools and a pipeline to maximize these investments. Shaders, deferred rendering, effective lighting and HDR techniques, etc don't grow on trees. Compilers and tools don't just spring out of thin air. Sony has quite an investment in such and look at their situation. And staff don't magically get trained and become proficient at technology
10 years more advanced than what they are currently working on.
Even from a practical standpoint, for Nintendo to make PS4-level hardware worth the investment they are going to need to balloon their art staff for each studio quickly. I don't think it would be unreasonable to suggest that by 2011 some of Nintendo's internal studios, to do a title that is competitive in the next console market, to need to have a 2x-3x increase in artists.
Good artists don't just grow on trees.
but the lack of experience imo isnt one of the reasons why they wont do a p4.
It isn't a point of
why they won't, but a point of why they
cannot without suffering significant growing pains (that make such a hardware investment counter intuitive).