Papacheeks
Banned
Wii couldn't have had successful demonstrations or a good ad campaign without a killer concept and killer games that delivered on that concept.
We simply can't know what would have happened had Nintendo not suddenly dropped the "motion gaming revolution" in mid-2009 (bar Skyward Sword) to double down on 3D Mario, retro revivals, and whatever Other M was.
You're making two mistakes here:
The first mistake is to assume that communication is an issue. Nintendo has communicated very clearly about what all of their new games and their hardware has to offer from an actual experiential standpoint. The problem is that there's very little that people care about that's going on with their hardware or their games. They'd have to resort to lying about their products to communicate them in ways that would make them sell.
The second mistake is to apply the word "demographics" to Nintendo. When Nintendo is successful, it is because they are not operating based on the premise of "demographics." They are doing exactly the opposite: thinking about making experiences that are not based on appealing to demographics.
"Hardware gimmicks" are what got them into the game console market in the first place.
NES didn't use the mainstream Atari-style controller. It used a kiddie "gamepad" with arrow-like buttons instead! SNES sold itself on flashier graphics and more sophisticated controls, as did N64.
Game Boy used a monochromatic screen that actually wound up distinguishing the hardware rather than diminishing it. Later they added color to the screen.
N64 Was not huge success for Nintendo. Gamecube was not a huge success for NIntendo, Wii U was not a huge success for Nintendo.
Those systems issues were not the software or for the most part the controller(Wii U it was). It was the image of the console itself. Which is what I'm talking about. "Wii Play together showed a family given Wii motes by Miyamoto and playing Wii sports.
I am not making a mistake with anything. It's you who is not understanding how products are sold and how communication to the consumer is key in relaying information about the product to the consumer so they see value in buying so product.
Which is why the Wii sold so hard, the concept was sound, and the software they had at launch sold that concept. Then once that was sold, people starting buying Nintendo first party more, hence the giant sales for mario kart. It was bundled and demoed with the Wii remote inside the wheel.
People at that shit up.
Wii U's issue is not the software for the most part, it's the perception of value for the console. Which comes from not communicating what the console was, who it was for, and what it offered for the price.
And to your last bit, I specifically chose those consoles in my last post because they had issues N64 using cartridges pissed developers off And released games at much slower pace(as in 1 -2 releases a year), Gamcube's color scheme+design, mini disc usage, Plus it had toy like marketing.
And I don't have to explain Wii U.
If they don't have the annually best selling multiplat games (FIFA, COD, AssCreed, NBA 2k etc.) with competitive ports they can only compete for the "second console to own". Thus it needs to be cheap.
Only games they need to have on their system are maybe sports, and racing games for multiplats. My original statement was to pull a sega dreamcast. Have your own line of sports games like dreamcast had with 2k. Have your own curated library of games that are exclusive but for a more broader audience.
Add in your first party, and exclusive third party games and you've got a great library of diverse software, on top of downloadable and services like a Classic Nintendo game service that you charge for.