This is one of those topics where you can tell the hardcore are just completely disconnected from reality.
I'll reposT:
I see a lot of posts lamenting the death (or non-life) of the Vita. I find there to be a lot of misinformation and/or misattribution of responsibility for the reasons why the device failed. I am interested in having a discussion. Put bluntly, I believe that if you believe the Vita failed because a) Sony did not have its big first party studios working on it, b) because memory cards were expensive, or because c) it wasnt marketed, I would suggest you should reevaluate your position.
Sonys Big First Party Studios
I think that when most people complain about the lack of presence of Sonys big first party studios, theyre basically saying that Naughty Dog, Guerrilla, and Sony Santa Monica did not produce titles for the platform. While this is true, I do not believe this to be relevant to why the Vita failed. If you look at the PSPwhich I think most people would say was successful, or at the very least far more successful than the VitaSonys big studios did not really work on marquee titles in their big franchises here either (with the exception of Guerrilla, who published a fantastic spinoff that bombed). Naughty Dog was not present. Instead, Ready at Dawn, then (and perhaps now!) a B-tier studio, produced a title in a Naughty Dog franchise in Daxter. Ready at Dawn also produced two God of War games, perhaps Sonys biggest IP in the States, instead of Sony Santa Monica. Guerrilla, as mentioned above, produced a Killzone spinoff. Insomniac was not present; instead, a bunch of Ratchet spinoffs were produced by smaller profile developers. Resistance was present, but again by Bend and not by Insomniac. Team Ico was not present. Sucker Punch was not present. Evolution was not present, but a spin-off (Artic Edge) was produced by another studio. Media Molecule was not present. Polyphony only appeared very late in the PSPs lifecycle. Zipper was present.
On the Vita, the same is largely truethe big developers are not present on the platform. There were some important changes. While Ready at Dawn was not present, Bend produced a title in Sonys other big western IP, Uncharted. Team Gravity appeared and produced a big title for the platform. Guerrilla Cambridge was present and produced a FULL Killzone game. Zipper produced a brand new IP for PS Vita launch. Media Molecule produced a brand new IP for Vita. Evolution, Polyphony, Santa Monica, Naughty Dog, and Insomniac were still not present, though Vita got a port of a PS3-bound Ratchet that was developed by Insomniac.
Im not even going to discuss the massive undersupport from the various studios across the platforms (that produced small games like Patapon and such). Theres just so much to cover here and I dont think anyone would disagree it doesnt move the needle really either way.
So I think its unlikely that the buying public gives much of a damn about WHO is developing the games. The PSP was successful without the big name studios from Sony. I think the reality is that Sonys franchises do not have sufficient pull to attract a big audience interested in a Sony handheld platform. Naughty Dog could have made a big original IP and it would have bombed and it wouldnt matter.
Memory Card Prices
Memory card prices are a big thorn in the side of the hardcore, but Im not sure they really dissuaded a large number of buyers in the mainstream. Sony basically subsidized the price of the Vita with the price of the memory cards; the price of the memory cards lowered the price of the Vita and therefore I feel this is largely had a counterbalancing effect. The hardcore are more interested in digital sales and carrying large libraries. I understand and appreciate that expensive memory cards are annoying and frustrating for the core, but I think its myopic to believe this had any real effect. I think it is far more likely this limited the Vitas ability to penetrate the hardcore audience (say a total demographic of 20 million gamers) than reach the mainstream. Were talking about the successor to a platform that sold 80+ million units. I do not believe this can be attributed to memory card prices.
Marketing
So why did the Vita fail? The reality is that the Vita was designed for an audience that does not exist. Sonys traditional core gamer is the 18-35 year old male interested in cinematic and multiplayer experiences like the ones provided by the larger third parties and Sony today. They have never had tremendous penetration with the younger audience. They have never had tremendous penetration with lapsed, female, or casual gamers. Lots of people who bought the PSP simply migrated to mobile to get their gaming fix as the mobile platform met their needs bettercheaper games, more durable hardware, lower all in hardware cost considering the utility, and software more targeted at their demographic. Candy Crush wasnt a big franchise before it was released, but it met the needs of the average gamer more than Uncharted or Gravity Rush, so they moved. And nobody cares that Naughty Dog didnt make Uncharted.
Marketing refers to the complete design process through which a product is developed from concept to actual product on store shelves. Vita is a true failure of marketing, but not a failure of advertising. It was designed for an audience that does not exist at a price point they do not want to pay with software people do not largely want to buy. All those things considered, the device has done very well for itself. It is now being supported largely by Japanese niche titles and indie games because that is the demographic that originally bought the system so there is somewhat of an audience there. As casual gamers and cinematic gamers and multiplayer gamers did not purchase the system, those games did not appear. There is nothing Sony could have done to change this except fundamentally change the design of the Vita (which would have changed the type of software that released on the Vita).
I am continually frustrated by the failure of this handheld as I find it to be a comfortable, connected, and integrated device with nice graphics and good ergonomics. But I realize that I am a hardcore gamer with specific needs that are no longer desired by the mainstream in the market. So I am a niche customer with a niche device. I am at peace with the fact that the type of experience I like cannot be supported by the market any more than I am mad that I do not get tons of Japanese RPGs on consoles or that 3D platformers are all but dead.
Vita was star-crossed from day 1. I will always love it, but it had no chance of being successful.