I think this is a really interesting concept, but I'd like to suggest a little something unusual (and maybe even based in reality!) that doesn't necessarily act as the headlining console for the next generation, but an additional platform akin to how Nintendo has, in the past, had handheld and home consoles running at the same time. However, with the Switch acting as a hybrid, it means that something else entirely would need to be pretty different. As such, I present to you the...
Nintendo Pocket.
Pitch:
Effectively, a "Nintendo handheld" that's intended to run alongside the Switch as an affordable handheld platform, akin to older systems such as the Game Boy Advance or DS platforms.
Schematics:
Overall, a similar sort of build appearance to a combination of the Switch Lite and that of the 3DS's lower half. However, the Pocket's designed to be small and portable - so its design overall is made with this in mind. It's the sort of thing you can actually just slip into your pocket.
The Pocket features four action buttons (A, B, X and Y) as well as an analogue thumbpad, and two sets of shoulder buttons (L/R and ZL/ZR). In addition, it features two recessed face buttons, acting as the Capture and Home buttons, and two other face buttons, + and - (which are similar to that of a Nintendo Switch's Joy-Cons.) Furthermore, a button on the top (similar in appearance to that seen on the side of a Joy-Con, including the lights) allows the Pocket to be connected wirelessly to a Nintendo Switch, allowing you to use it as a wireless controller - with another button to function for power, and a further volume control button pair. In addition, the console features a touchscreen in its centre, and an in-built microphone.
As for non-basic stuff, the console features two speakers on either side of its bottom, as well as a USB-C plug allowing for charging and a space for inserting SD cards - with the top side featuring cooling vents for the fans and a 3.5 millimetre headphone jack. The top also features a space for cartridges, which are identical to those used in the Nintendo Switch. (Notably, Pocket cartridges are compatible with a Switch, but Switch cartridges aren't compatible with the Pocket. It won't break it, but you can't play Switch games on it.) In addition, an NFC reader is housed under the left thumbstick, allowing amiibo support, and both a gyrometer and accelerometer are housed inside the system, allowing the system's orientation and position to be used as inputs. Lastly, the right hand side features a space for the Pocket's plastic touchscreen stylus, akin to that seen in the Nintendo DS.
In terms of decorative elements, the Pocket by default releases in three colours - Slate (dark grey), Mocha (milky brown), or Citrus (yellow). Over time, though, it may be possible for more Pocket variations to be released, including some limited-edition ones.
Concept:
Simply existing as a handheld console won't be enough to distinguish the Pocket from the Switch, so the Pocket needs to effectively do something unique in order to function. As such, my thought process is that the Pocket has three seperate functions.
Function One: An Affordable Entry to the Medium
The issue with the Switch is that, being a fusion between a home/portable console, the barrier to entry (both in terms of purchasing the console and its games) is higher than it has been for previous pure-portable consoles like the 3DS. Having the console be less powerful to compensate for this, but with unique, exclusive experiences that justify its existence, would be a good way to ensure this. Now, the Switch Lite can be seen as this to a certain extent, but it should also be noted that the Pocket also fulfils...
Function Two: A Space for Smaller-Scale Experiences
Due to the Switch being a fusion between a home/portable console, most of the first-party games released for it are required to be roughly at home-console levels of content and scale (with smaller-scale games often not having much of a space to breathe, or being outsourced to other consoles.) The Pocket would comparatively focus on experiences that are more handheld-centric - plenty of singleplayer games, for instance, as well as a few entries in pre-established IPs that might work well on a console such as this. In addition, the eShop would also allow for both large-scale and indie third-party developers to release games on the platform, allowing the console's library to grow over time.
Function Three: Switch/Pocket Interplay
One of the more unique concepts that Nintendo's experimented with in the past is the idea of a controller featuring a screen - and whilst the Wii U is the more well-known example of this, my take on it would look more like that seen with the Gamecube and Game Boy Advance. This would allow for asymetric gameplay in multiplayer games, as well as potentially being useful for heads-up displays or other elements as options for console games. Note, however - the Pocket isn't just a smaller Switch, and nowhere is this more obvious than with its buttons. This means you can use the Pocket with the Switch if you prefer, but it's not designed to replace your Joy-Cons or anything of the sort.
Basic Content:
The Pocket would feature a decent breadth of in-built content and features, similar in scope to that of the Switch (including eShop, News, Captures, System Settings, and so forth.) Notably, you would be able to use the same Nintendo Account as you would for your Switch, so you'd also have account options as a result. With this in mind, parity between the two platforms would be important - so for instance, all account icons would be accessible on both platforms, and could even act as a form of cross-promotion.
As for the Nintendo Switch Online service... it would simply be renamed to "Nintendo Online", now also functioning for the Pocket. This includes the features and functions you'd get for using NSO, and in addition, a Nintendo Online subscription can be used for both a Switch and a Pocket! Though, one thing to note - whilst the Nintendo Online games are accessible on the Pocket (with the very same gameslist), the controller doesn't support the N64 due to the sheer number of buttons, so you'll need to connect a pro-controller or something similar to play them. Also, on the note of NSO - whilst the Pocket does feature a microphone, voice-chats or similar functions aren't included as a default online option. However, some games might use the microphones to allow this - just not first-party releases.
However, I'd also like to add a little something else - specifically, an evolution of the DS's Download Play. Whilst the Nintendo Switch allows for interconnectivity between consoles, the Pocket would do so more akin to its older predecessor - allowing wireless local multi-player as a major feature, only requiring one person to have the game active in the process. This lends to the concept of affordability I mentioned earlier, but also allows the Pocket to branch into being very much its own thing amongst the success of the Switch!
Games:
Given the Pocket is a smaller-scale platform, it's not going to be well-suited to the same large-scale titles we've seen on the Switch. However, I do think we could take inspiration from some of the things that the Switch has been doing in order to determine some interesting ideas. Side note: I'm not going to include new NSO titles here, but I may include a remake or two. For the most part, I'll only focus on first-party games (as well as IPs that may potentially get outsourced), and this shouldn't be treated as an exhaustive list by any means.
Firstly, our
Launch Lineup. I want there to be an eclectic but fun mix of games of a variety of genres, and perhaps unusually, I'd also like to include some smaller downloadable-only titles at launch too.
- Mario Kart Pocket: Deviating from the numerical scheme of previous Mario Kart games, this one's essentially a fresh, new game in the series that acts as somewhat of a palette cleanser following an entire decade of Mario Kart 8. Notably, Pocket wouldn't feature a single Retro stage - every single stage in Pocket would be unique to it, though I imagine certain themes or ideas could easily be pilfered from elsewhere. With this in mind, Pocket would be a lot smaller than post-Booster Course Pass Mario Kart 8 Deluxe (I imagine maybe only having 8 cups total), but allows the series to continue with fresh blood whilst not needing to overly expand content too much. Think of it as a soft reboot.
- Pocket Café: A collection of three paper-and-pencil puzzle games (namely Crossword, Sudoku, and Picross), all of which are in a stylised package with a café-themed look. Each of these games features 50 levels, as well as the Daily Puzzle, a total of 365 puzzles (which alternate between the three) that can be solved over the course of a year. In addition, you can create your own levels in any of the puzzle games, then share them locally with other Pockets, or to a Friend over the Internet - and on the first of every month, ten Nintendo-created levels from all three puzzle types are added.
- Joy Mech Paradise: A sequel to Joy Mech Fight for this new, modern platform! Similar to the original game, combat is between robots with floating limbs, allowing them to do some pretty exciting and fun things in a simplified tradfighter (complete with command inputs) with a generally bright and cutesy aesthetic. Amongst other changes, you now have access to Template, a robot who you can customise with different components from the other robots in the game to give a unique moveset and abilities to - and whilst the game's story is fairly simple (a worldwide tournament of robots to see which is the best in combat!), the game features plenty of new additions like online play that you'd never have seen in the original title.
Next up,
Year One. Again, a nice mix of genres would be good to see, with a similar mix between larger and smaller titles overall.
- Donkey Kong 99: A new game on the Pocket that's also simultaneously released on the Switch, this is an entry in ARIKA's series of online battle royales remixing Nintendo IP. Based on the original Donkey Kong arcade game, players would fight to be the first to climb to the top - but using the Hammer to break barrels or enemies results in those obstacles being sent to other screens for players to deal with. As well as the four original levels, additional levels from Donkey Kong '94 are added for the sake of variety.
- Metroid Tactics: A tactical RPG (similar to XCOM) centred on the Metroid series, with a story focusing on the various exploits of a small team of Galactic Federation soldiers. In addition, you can hire Bounty Hunters with unique abilities beyond the capabilities of the Federation themselves, including characters previously featured in the Metroid franchise, and some new ones. The game includes elements such as ammunition, cover and elevation, which all have to be considered whilst playing.
- Game & Mario: Basically a spiritual successor to the Game & Watch Gallery titles, but with a fresh new look. Game & Mario contains a whopping 25 classic Game & Watch titles (and a bonus 26th in the form of Color TV Game 6!), which can be presented either with the classic LCD look, or with a brand new 3D-modelled look featuring Super Mario characters. In addition, you can consult the Game & Watch Chronicle to interact with 3D models of the original units, look through manuals, and learn about Nintendo's early forays into the video game market!
And following this, there's of course other games, but I feel like going into them would be a bit... much. Anyway, hope this is fun! I might edit this at some point to add more games.