Agreed completely. I don't like the word gimmick, but if Switch had a gimmick, it definitely wasn't the hybrid form factor.
Same, I do not like the word, but agree that the Switch USP was different from the control options they provided.
The driving force is that people aren't going to buy the "same thing but improved" forever and tastes change every generation. A part of the Switch install base isn't going to buy a Switch 2, another part of it won't buy Switch 3, another part won't buy Switch 4.
They need to attract people who didn't buy Switch or they will keep declining.
I think tastes for a hybrid portable/TV console - or even just a powerful handheld period - have grown, not reduced, over the course of the generation. "Tastes" change, but that doesn't mean that
controllers need to - the line between the PS1 and the PS5 is pretty direct, but first party
software for that console changed according to tastes, aided and abetted by increased power.
It's also easy to lose track, once you're past a certain age, that one of the drivers of users leaving the ecosystem, or coming into the ecosystem, is literal birth and death. 3.2 million US folks died last year, 4 million kids will turn 13 this year. If Nintendo wants to hit similar numbers for REDACTED that they hit for Switch the question isn't "how do we continue to appeal to young gamers."
And young gamers are digital natives, while increasingly not identifying as "gamers" at all,
because everyone is. They speak controller out of the box.
And the next 3rd party hits like COD, GTA, Skyrim, Minecraft, Dark Souls, PUGB, etc are unlikely to be on Nintendo systems day 1.
That's not to say they should abandon the Switch concept. Putting some relatively cheap multiuse functions in joy cons without taking standard inputs and make specific accessories for more unique games, sounds like a good compromise. But as long as they're 1st party driven, finding new ways to play themselves is fundamental for them.
I think we may hit a terminology gap here, going back to what Thraktor said about not liking the word "gimmick." I think we probably agree on the path forward, which is new features, but I'm not sure I'd put that in the same category as, say, motion controllers or the GamePad.
My vague idea behind "gimmick" is "what does Nintendo offer you
instead of performance to justify the price". But I think we can be a little more granular.
- What does this new piece of hardware offer the player, other than performance, that the previous system didn't?
- What does this new hardware offer developers that other systems don't?
- How central are these features to the success of the console?
For the Wii, the answers were "motion control/motion control/very." For the 3DS the answers were "stereoscopic 3D/stereoscopic 3D/not very". For the Switch the answers were "hybrid nature/nothing/very".
Which is not to say that the Switch didn't have new input features, but for the most part, they all lined up with products elsewhere in the market that developers were used to - touchscreens, gyro, camera - and in fact, the hybrid concept partially worked
because there were no major control gimmicks. Getting "big TV experiences on portable", the system's USP, partially depended on it being straight forward to feel like "Switch native."
To preserve the Switch concept, you want things that either work in both modes (gyro), or that have clear analogues in both modes (pointer/touchscreen), and aren't so central to the device that developers feel like they have to support it (unlike Wii waggle). I think the biggest candidates are cameras and/or speakers in the Joy-Con, and some form of casting from the Switch to the TV for multi-screen play. I wouldn't call those "gimmicks" but I think they fit under your idea of low cost, expanded feature set.