Almost all of its 2023 releases so far are games that were completed in 2022 but deliberately held back. FE Engage, the Prime remaster, Advance Wars Reboot and Everybody 1+2 Switch were all done months to years before release but banked for one reason or another. Not exactly what you'd expect from a company with a release drought.
I don't necessarily buy this. The only game we know was purposely delayed was the Advanced Wars remake, and that was entirely because Nintendo didn't want to release a game about war while the war in Ukraine was popping off. There are suspicions that the Prime remasters were held back, but that probably has more to do with the fact that Prime 4 is nowhere close to ready yet, so Nintendo is giving us remasters to tide us over till it is. Everybody 1+2 Switch is a minor release that Nintendo could have dropped anytime.
I think you overestimate exactly how much of Nintendo's current output is primarily done in-house.
No I'm very well aware of how much Nintendo's output is handled by third and second party studios. That was entirely my point. Nintendo is extremely dependent on that output. But its has very much dropped off from the highs of the Gamecube, Wii, and DS years. The Wii U definitely suffered for it. The 3DS suffered, but not as much. You can see it in the number of new IPs Nintendo has released. Nintendo has produced new IPs for every console they've ever released, and, especially in the Nintendo 64/later Gameboy years and later, those IPs tended to be created by their third and second party partners, since Nintendo's internal teams were busy with their big tentpole releases. I actually have a full document I personally created cataloguing every IP Nintendo has ever created, by the year the first game was released and the console it came out for. I specifically ignored spinoffs and subseries, like Mario Kart and the Mario Sports games, and focused only on entirely new, original IP. The numbers of IP created are as follows:
Arcade: 23
Color TV-Game: 1 (treated as a single IP by Nintendo, even though there were 5 games)
Computer Mahjong: 1 (a weird one off device Nintendo created that is treated as its own IP)
Game and Watch: 1 (considered one IP by Nintendo, though there were 30 unique Game and Watch games not based on any existing Nintendo games or licensed games)
Famicom/NES: 29
Famicom Disk System: 15 (Disk System Games released in the U.S. were released on the NES without the add-on)
GameBoy/GameBoy Color: 19
Super Famicom/SNES: 16
Satellaview: 4
Virtua Boy: 5
Nintendo 64: 8
GameBoy Advance: 13
Nintendo Gamecube: 8
Nintendo DS: 48
Wii: 14
Wiiware: 13
DSIware: 25
Nintendo Game Seminar Games: 32 (a series of games made by up and coming developers for various platforms)
Nintendo 3DS: 22
Wii U: 6
Switch: 10
Cellphones: 1
Total: 303 (this does not count IPs that Nintendo only partially owns)
This is a careful tracking of IP and one can notice patterns in the numbers. The Famicom has the most new IP of any home console. This tracks well with what the video posted earlier said: the Famicom era is a high point because development was easier, so Nintendo were free to experiment and handled most of the development in-house themselves, without outsourcing. The Satellaview and Virtua Boy had piss pour numbers. This is because both were failures that saw limited success and didn't have a lot of games produced for them at all. The Nintendo 64, and Gamecube saw a massive dropoff in the home console space; this dove tails with the era where Nintendo were switching to 3D; as Nintendo struggled with the transition, they had to fall back on partnerships: most of the new IPs created by Nintendo during this era were actually made by third and second party studios (note that Rare's IP are not counted here, as Nintendo does not own them). This was also the case with handheld gaming; after the Gameboy started off strong, the Gameboy Advance saw a slight dropoff in IP creation, but most of the Gameboy Advance's new IPs were created by partner studios, as were many new IP for the Gameboy and Gameboy Color. Prime example: Golder Sun.
During the boom years of the Wii and the DS, the DS got 48 new IPs, the most of any Nintendo console, portable or home. The Wii had a smaller, though respectable number at 14. Just like in the previous two generations, almost all of these games were made by second and third party partners, or, in some cases, recently acquired subsidiaries. The Wiiware and DSiware only added to the numbers. In comparison, the 3DS saw a massive dropoff compared to its predecessor. But the nadir for Nintendo was the Wii U. Only
6 new IP during that console's lifespan. It was pathetic. That makes it the worst Nintendo home console in terms of IP generation. Its also the lowest outside of the Virtua Boy and the Satellaview, two utter failures.
The Switch is doing far batter compared to the Wii U, but its still only tracking slightly better than the N64 and Gamecube, despite selling far more units than either console. New IP in the Switch era tend to be much smaller in scale than even new IP of the previous eras, really on the level of indie games, and some were in fact made by indie studios, such, for example,
The Stretchers, which was made by Tarsier Studios, the guys behind Little Nightmares. However the large robust support Nintendo enjoyed during the Wii and DS eras has not returned, despite the Switch being a runaway success.
And keep in mind, all the new IP were created at the same time that games in existing franchises were being made. For example, though the Gamecube had low numbers of new IP, it was the last console to see games in many of Nintendo's existing franchises. For example, it was the last console to see a Wave Race game, and the last console to see a 1080 Snowboarding game. It was also the last home console to see a game in Nintendo's Wars series (Battalion Wars). Many of these existing IP have also disappeared, on top of new IP not getting sequels or follow-ups, and the number of new IP declining.