I don't know if this is the right forum for this.
Are there any resources for the technical side of game design on the web? By the technical side I don't mean how to code and stuff like that. What I mean is something that would lead to less inexperienced game designers from trying to make Skyrim on a gameboy advance. In other words an article that is a sign of the time in regards to what is possible and what isn't...
I don't know if this is the right forum, either. Because I'm not sure what you're asking... or why you're asking it.
Are you saying you want information about the capabilities of game platforms? Or are you saying somebody is trying to get you to program something that's beyond the capabilities of a platform?
Someone could design and implement a Skyrim-like game for Game Boy Advance (just to go with the example you gave) - it wouldn't have a minutely explorable 3D world like Skyrim, and the 2D world wouldn't be as big as Skyrim, and the characters wouldn't have voices, and there would be other differences. But the experience could be roughly similar. It just takes communication between the designer and the technical director as to what features can't work, and what substitutions could work.
Is there something that can teach a lone individual (someone who doesn't have a technical director to consult) about the capabilities of a particular platform? Sure - practical firsthand playing of a number of games on that platform, and a realistic acceptance of the probabilities of limitations to what's already been done on that platform.
But there's no book that lists the memory, graphics, audio, and controls capabilities of today's multitude of game platforms. Back in the eighties, I was able to make documentation of the limits of sprites, palettes, backgrounds, and graphic modes of the 8-bit game platforms. But it was because I was working in the industry - and had access to technical people.
If you could explain more about the problem you're trying to solve, maybe you could tell us so we can help you.