Price isn't really a huge factor in why these systems are failing.
it's a big part when nintendo tries targeting families and kids.
Wii U and 3DS are both substantially cheaper than their competitors. Being even cheaper may potentially increase sales, but its offset by not having anything to really differentiate themselves with. Even if it did increase sales, it wouldn't be spectacular. Selling more than the Wii U for instance isn't a great feat. 20-50% more sales of a system doing incredibly poorly is still poor. You're still left with a system doing about GameCube levels of performance rather than just a notch above Virtual Boy levels of irrelevance.
virtual boy released and was discontinued in less than a year. the entire lifespan was july 1995-march 1996. for comparison's sake, the wii u would have been done,
totally done back in september 2013. and i mean there would be not even one game released for the platform after that month. like the virtual boy was around for a blink of an eye. there wasn't even any overlap with the n64. the virtual boy only had 22 games out for it. that's less than the vita's launch month in america. take the vita's launch month, stretch it out over 10 months, and that's the virtual boy. take the wii u's launch
day and stretch it out over 10 months, and that's the virtual boy. the disgaea franchise has outsold the virtual boy. bayonetta sold twice as many units as the virtual boy.
You still haven't given me solid examples of how they're going to turn their business around and return to robust growth.
i guess you missed it when i gave you several solid examples, so here they are again in tl;dr form:
-drop backwards compatibility to increase freedom and decrease cost in hardware development
-make hardware architecture similar to each other to improve ease of software development between handheld and console teams
-get everyone on the same page. marketing, producers, and designers all need to know who their audience is and what their platform is supposed to
be. this way, they create software for that audience on hardware that is tailored for that audience and the messaging from marketing will specifically target that audience.
*and one thing real quick: i don't know if families are the target they should be reaching. i don't know if it's the elderly or kids or depressed 30somethings. that's the problem nintendo has to solve and what they need to figure out for themselves.
-rework online network so that it's more like steam and less like every digital platform from the wii/360/ps3 generation.
-keep their hardware division working on other products to help diversify their revenue streams and expand business, even if it's outside the video game industry.
essentially, nintendo needs to increase their options while retaining their freedom. i think these are realistic ways to do so in order to actually expand, and not shrink their business.
and to be while we're on the subject of examples, you never provided any sales data or surveys to back up your point that there
is a fanbase on non-nintendo platforms that would raise nintendo's sales to new heights.
Releasing a cheap console without gimmicks and with a better online infrastructure isn't going to suddenly make them competitive, or beat the alternative potential of becoming a third party.
it seems to be working for sony.