I recently came across this interesting piece and I figure I might as well share it. It's about Nintendo's perception that SM64 "split" the fanbase and how Sunshine's underperformance pushed Nintendo sto shift to the more linear design of Galaxy and (more overtly) the 3D __ series.
More importantly though, it's a perhaps uncomfortable reminder that Nintendo make games for consumers, not fanboys.
The Register spoke to Satoru Iwata [in 2003] and reported the following: Iwata blamed falling games sales on overly complex titles that are too tough for newcomers and casual gamers. Theyre also bad for the business, [Iwata] added gamers can spend months playing them, and while theyre doing so, theyre not buying other titles. Those who find they cant win get so fed up with the experience, they dont feel inclined to buy an alternative title. Nintendos message to the industry seems to be: forget about discs jam packed with ever more complex levels and involving gameplay, and give the punters something they can complete quicky and get out to buy more of the stuff. Iwata wants Nintendo to focus on games that have a broader appeal.
More importantly though, it's a perhaps uncomfortable reminder that Nintendo make games for consumers, not fanboys.