Firstly, touch functionality can be retained to a certain extent.
The experience of certain games completely changes with touch controls.
Moreover, touch-based games are also one of the future trends.
In the coming years, there will be plenty of high-quality touch-based games, such as Angry Birds, Fruit Ninja, and Cut the Rope, to name a few.
These games, small and refined, mark the beginning of gaming becoming more mainstream, and sooner or later, they will become a standard.
Additionally, the current era has gradually entered the era of capacitive touch screen technology.
In terms of touch technology, there are generally two types: resistive screens and capacitive screens.
Most smartphones in future generations will use capacitive touch screens because of the many advantages they offer over resistive screens. However, the cost of this technology is still relatively high. Incorporating this technology forcefully would increase costs, but it could also offset the cost of removing a secondary screen.
There were no objections from others regarding this. Even Ayari Tsukino, not to mention Takayuki, had some good ideas for touch-based games, although her ideas were limited to simple touch-click games and lacked deeper game concepts.
Takayuki actually provided them with inspiration for a genre: educational puzzle games. This genre has also achieved millions of sales in previous lives, and it's hard to imagine how puzzle games, which aren't really difficult to produce, could achieve such high sales figures.
This actually tapped into a broader user base beyond just gamers.
Compared to the current tens of millions of console users, with only a few million being hardcore gamers, the world now has over seven billion people.
Whether puzzle games are truly useful aside, improving memory and intelligence is a universal consensus among the world's population. Perhaps Nintendo originally capitalized on this pain point, making more non-gamers become Nintendo users.
The idea of puzzle games appealed to several people in the meeting room, so the touch functionality was retained.
Next is the screen.
Screen size is crucial.
The current GBA size is 9 inches, and players have become accustomed to this size without finding it inappropriate.
However, larger screens are the future trend.
But the larger the screen, the higher the cost, which is also something that needs to be considered.
Takayuki plans to set the size at 3 inches, similar to the PSP's size, for now.
A 3-inch screen with a capacitive touch screen is just the right size for players now. The new handheld console will truly give them the feeling of entering a new era.
Takayuki then imagined the sense of awe that players would feel when they see this screen size, sparking a sense of anticipation in their hearts.
Several heads of game development teams participating in the meeting were even planning whether to start preparing development plans for new handheld console games now.
As long as the engineering development department provides an engineering prototype, they dare to start developing games directly.
Takayuki remained relatively calm. After all, he had experienced better gaming consoles and better graphics in the past. Now, he was merely replicating memories stored in his brain.
In the eyes of others, this was a very stable performance, unaffected by honor or disgrace.
At this moment, a person from the engineering development department raised his hand, "President, I suddenly remembered something. If you want to develop such a game console, the power consumption may be terrifying... We may not be able to achieve an average of ten hours of battery life with just two AA batteries."
Takayuki nodded, "I know this. It's inevitable. It's also a necessary compromise for the next era."
Unfortunately, there haven't been any breakthroughs in battery technology in this world either, something Takayuki can't do much about.
He's not someone who specializes in battery technology, nor does he understand the technical details involved.
"President, if we continue to use AA batteries as the energy source for the console, I feel that we need to increase the battery capacity to at least four or more cells. Otherwise, with just two batteries, it probably won't last for even two hours."
There's a concept of energy density for batteries. AA batteries, also known as size 5 batteries, are standard energy products with a wide range of uses. However, their energy density is incomparable to that of professionally manufactured new lithium battery technologies, which is the weakness of size 5 batteries.
If this new console continues to use size 5 batteries, the thickness will definitely be very unsatisfactory. So Takayuki had long decided that the new console would no longer use size 5 batteries.
Takayuki shook his head, "We can stop using AA batteries. This time, we'll also use the latest battery technology and develop batteries specifically for the new console. Of course, I envision these new batteries to be replaceable as well. Battery accessories and charging kits can be sold separately, generating additional revenue to offset some of the costs of the game console."
Using the latest battery technology, if the battery capacity is sufficient, it won't be a problem for players to play for about five hours on average.
He has always been fond of the idea of removable batteries. In future generations, the design without removable batteries does make electronic devices more sleek and stylish, and can also enhance certain features such as waterproofing. However, Takayuki regrets what is sacrificed.
Introducing new battery technology isn't difficult, and it's mostly a minor aspect of the cost. The real focus is on the processor, motherboard, and screen.
These aspects have now been roughly determined. So, the last thing left is to determine the manufacturer of the processor.
The final two choices each have their strengths, so it's possible to have a detailed discussion with the selected manufacturers again and hold another internal bidding session to see the sincerity of each other.
As for naming the new game console, Takayuki doesn't plan to make the decision himself this time. Instead, he will let the employees use their imagination to come up with a suitable name for the console. If the name proposed by an employee is chosen, that employee will receive a special reward, which serves as an incentive and allows employees to feel more involved and integrated into the company.