First, the Gamecube
did get better third party support than Nintendo had received in a long time, but they still hamstrung themselves with a storage medium that held 1/3 as much as the other guys were using. The controller issues and lack of online support might have been forgivable if Nintendo had caught up to the competition afterwards. They didn't.
Second, I'm not saying that Nintendo needs to copy the competition in every conceivable way. I
like that Nintendo systems have aspects that make them unique and are supported by the games they release, and there have been shades of that philosophy in every console they've released. With the Wii, the combination of motion controls and first party software that made effective use of them was enough to sell the system and make the weaker hardware largely a non-issue. The problem is that lightning didn't strike twice with the Wii U, and they're left with about as much third party support as they had with the Wii (Read: Very little) and a system that's not very developer friendly and is about to become a repeat of the last generation's hardware situation. That's not a good place to be.
Being able to pull ahead of the competition like they did with the Wii is not something Nintendo should have counted on being able to do. They can still differentiate themselves, but they also need to be able to compete on the same terms as the other guys. Peronally, my ideal Wii U would have been like this:
- Similar in architecture to the PS4 and Durango.
- More conservatively spec'd than those systems, but by a small enough factor to ensure that next-gen middleware could still run.
- Employed a combination of an improved Wii Remote and second-screen experiences via 3DS and an app for other mobile devices.
- Matched Microsoft and Sony tit for tat on OS functionality, then added Miiverse elements on top of that.
You know what else the Xbox had going for it? A design that was similar to contemporary PCs, allowing for easy ports from those platforms.