I keep seeing this sentiment
So let's verify that, shall we? We'll go over the top third party games for the generation.
Grand Theft Auto: San Andreas - 17.33 million: Not on Gamecube, yes on PS2 and Xbox
Grand Theft Auto: Vice City - 9.61 million: Not on Gamecube, yes on PS2 and Xbox
Grand Theft Auto III - 7.9 million: Not on Gamecube, yes on PS2 and Xbox
Metal Gear Solid 2 - 7 million: Not on Gamecube, yes on PS2 and Xbox
Final Fantasy X - 6.6 million: Not on Gamecube or Xbox
Tekken 5 - 6 million: Not on Gamecube or Xbox
Final Fantasy XII - 5.2 million: Not on Gamecube or Xbox
Kingdom Hearts - 5.9 million: Not on Gamecube or Xbox
Dragon Quest VIII: 4.4 million: Not on Gamecube or Xbox
Final Fantasy X-2 - 4.06 million: Not on Gamecube or Xbox
Kingdom Hearts 2 - 4 million: Not on Gamecube or Xbox
Metal Gear Solid 3 - 3.7 million: Not on Gamecube or Xbox
Guitar Hero II - 3.41 million: Not on Gamecube, yes on PS2 and 360
Guitar Hero III - 3.23 million: Everything but Gamecube
Dragonball Z Budokai Tenkaichi 3 - 3 million: Not on Gamecube
WWE Smackdown vs. Raw 2006 - 2.9 million: Not on Gamecube or Xbox
I could keep going.
Alltough I agree with 3rd party games generally not selling as well on Nintendo hardware (at least as opposed to competitive platforms), and that it might be extremely hard to change that, there are a few things I believe Nintendo did absolutely right with Gamecube, One of those things, which can only ever be a good thing, is easy to develop/port architecture-wise/power wise, which certainly helped Gamecube gain quite good 3rd party support, contrary to you belief.
Your list of games is not quite fair; a LOT (almost all) jrpg's where still exclusive to 1 console at that time (ps1 to PS2), it wasn't common for them to be multiplatform in that era. Same goes for other Japanese developed games in that era, such as Metal Gear Solid, and Tekken. The GTA games not being for Gamecube was down to the stupid decision of nintendo to go with low-capacity mini-dvd's.
Where I'm going with this is that most of those games where not on Gamecube indeed, but for entirely different reasons than being a powerful, competitive console and easy to develop for in relation to the other platforms.
I would even go as far as saying that thanks to its power and architecture, Gamecube actually gained a lot of 3rd party support,
despite only selling 21 million units, the lowest of the 3. Certainly more than N64; a definite improvement. Think about it Gamecube got
-All of the (EA) sports games, such as FIFA, MADDEN, Tiger woods, FIFA street NCAA Football NHL, etc..
- Need for Speed series, Prince of Persia series, Splinter cell, etc.
-most of the ''shovelware'' (don't mean this negatively) games like Harry Potter, Turtles, True Crime 5 WWE games, Finding Nemo etc.
Even niche 3rd party support, like the Megaman Collections, Midway Arcade Treasures and others like Baldurs Gate, Crash, Spyro, Soul Calibur 2 etc.
It basically got most 3rd party games due to its architecture and power, and the ones it didn't get (like GTA and JRPG's), where for different reasons as explained above. Nintendo evendid some things right and managed to get some 3rd party support exclusively, (Roque Squadron , Resident Evil, capcom 5 Monkey Ball initially etc.).
On top of that, as a Nintendo fans during the cube era, it was nice to play graphically equall games without feeling left in the cold.
Now, you don't hear me telling most 3rd party games sold well, but that is besides the point entirely (during the Gamecube era, at least). Fact of the matter is, Nintendo fans all had a
choise to buy 3rd party games on the cube; the possibility was there, again, thanks to the similar architecture/power.
Could this work for Nintendo in this day and age? I do not know. The 3rd party relationships/trust are at an all time low, and it costs more than ever to develop/port games. Perhaps Nintendo can nurture an studio which focuses entirely on porting/helping port 3rd party games.
I just feel like Nintendo wants to forget the Gamecube era in its entirety because of the low sales, and looks at everything they did back then as a mistake. But it was not. The hardware was perfectly designed and cheap to produce and lowered in production cost quickly. The controller was amazing, but needed a few improvements.
Really, the big mistakes with Gamecube where:
-low advertisement.
-No DVD player and lacking in online features; no attempt whatsoever. Subsequently, no rare support (which efectively threw away all their momentum.name they had leftoever from N64). No Banjo, new IP or even a Goldeneye 2, which could have been HUGE with online support, say 6 months after Gamecube launched. Instead they gave us Starfox Adventures; effectively killing 2 birds with 1 stone (Starfax series and Dinasour Planet, thanks Miyamoto...).
-Gamecube arrived late at the scene at NOV. 2001 and even may 2002 in Europe, that is FUCKING LTTP (especially when factoring in the Xbox launch at the same time, meaning a high competitiion time frame).
When Gamecube released, PS2 was already 1.5 years on the market (even almost 2 years in Europe) and dreamcast almost 4 years! Thats almost an entire generation!
Now factor in the early next-gen 360 announcement, which diverted attention away from the PS2, but mostly impacted Gamecube/Xbox and launched in 2005, it is safe to say that the gamecube never really got a chance to make a name for itself. (same with N64).
I do not ever want to hear again (not directed at you at all, shockingalberto) that power actually worked against Nintendo and people using it as a negative argument: it gained decent/good 3rd party support because of it. However, Nintendo made way to many mistakes with the Gamecube. Their self-reflection needs some work definitely needs some work.