Okay, let's say I agree with your premise for a moment (I don't, but let's run with it). What metric would you like to use instead?
If you'd like to use R&D investment, the last I saw (which admittedly was about 5 years ago in an annual FR), EA was spending nearly 2x as much on the PS3 and 360 individually as they were on Wii development. A single game like Battlefield cost more to make than almost their entire Wii catalogue.
I don't think people often buy games because it happens to be made by top tier talent (although of course it happens sometimes). I think top tier talent is just far more likely to make a good game that sells well. In other words, I'm not suggesting that a game would have sold just because Blizzard made it; I'm suggesting a game made by Blizzard was just far more likely to be very good, and stood a much higher chance of being a breakout hit.
I agree.
I wouldn't use R&D investment either, given I don't think high technology was the driver behind the Wii's success. "Effort" is something of an ambiguous quality to gauge anyway. I'd probably simply look at these metrics separately as what they are.
Publishers produced a lot of games for the Wii.
Publishers didn't invest as much in budgets for the Wii.
Publishers didn't put their flagship teams on the Wii.
I don't know whether I agree or disagree with publishers doing "everything they could." I'd probably qualify that by saying yes they did, given their backgrounds, core capabilities, limited understanding of the market and so on. Or that no, they didn't given the market potential, they could have invested more heavily and repositioned more, and so on.
At a very generic level, I'd say people buy products because they best suit their needs. And that userbases and audiences can very much be profiled and segmented according to needs, demographics, psychographics, behaviours and so on.
I don't think that what you're referring to as top tier talent, be it Infinity Ward, Blizzard, Bungie, Naughty Dog, Bioware, or whatever large scale team with a background producing certain types of games for certain types of audiences with certain types of needs, necessitates any more potential for success for a very different audience.
A game made by Infinity Ward is more likely to be a very good game and product for the audience they know, understand and have experience with.