Why Is Nintendo Downplaying the Third-Party Studios that Make Their Games?

Princess Peach: Showtime! was published by Nintendo, but none of their studios actually developed the game. Instead, the solo adventure starring the Mushroom Kingdom’s sovereign was created by Good-Feel, the developers of a number of other Nintendo titles over the last couple of decades, like Wario Land: Shake It! and Kirby’s Epic Yarn for the Wii, Yoshi’s Woolly World and its sequel Yoshi’s Crafted World for the Wii U and Switch, respectively, as well as enhanced 3DS ports of Epic Yarn and Woolly World for the 3DS. They also assisted on the development of quite a few StreetPass features for the 3DS, the giant battles in Mario & Luigi: Dream Team, and a couple of the minigames in Wii Play. They don’t develop exclusively for Nintendo games, but they’ve clearly got the kind of relationship where that is primarily what they bother doing. It’s good work if you can get it.
For some reason, though, in the lead-up to the release of Princess Peach: Showtime!, Good-Feel’s name was nowhere to be found in the marketing or reveals or trailers or Directs. On release day, nine months after the announcement of the title, Nintendo finally admitted that Good-Feel was the developer of Showtime; when asked prior to the launch who was behind it, they actually answered Eurogamer’s Tom Phillips with, “The development team will be credited in the game credits.” Good-Feel was known as the developer on an unofficial level before March 22, the game’s release date, thanks to some data mining performed on the demo. But still, why was official word withheld? Good-Feel’s previous work as the main developer with Nintendo ranged somewhere from “really good!” to “beloved,” and Showtime! comfortably fit in the former group.
In addition, the game’s director was actually the founder of Good-Feel, Etsunobu Ebisu, who had last directed a title in 1996 with the Nintendo 64’s Mystical Ninja Starring Goemon. This is one of those facts that is just catnip for a particular kind of nerd (me), and the kind of thing that would have a certain kind of person (me) at the least interested in a title. You don’t just direct a fun, off-kilter N64 game, vanish as a director for 27 years, and then reappear without people like me wanting to know what’s up. And yet, this fact couldn’t even be produced until the credits rolled after Showtime’s launch, because Nintendo kept it all under wraps.
This was not a one-off, but more of the most recent example in a growing trend. As Nintendo Life noted in March, the Switch remakes of Another Code: Recollection and Super Mario RPG also both had their developers hidden up until release, even though the former were a couple of cult classics that People Like Me have been waiting to see get a release or re-release or remake for ages now, and the former is literally Super Mario RPG, which was a joint effort by Square and Nintendo, and obviously was deserving of a developer with a hell of a pedigree to get it right a second time decades after its SNES launch. Another Code: Recollection was handled by Arc System Works—known for the Guilty Gear and BlazBlue franchises as a developer—while Super Mario RPG was produced by ArtePiazza, the developer who assisted on a number of Dragon Quest titles decades ago, made killer remakes of even more of them to multiple platforms, and developed some underrated original works like Opoona, as well. You would think, “This beloved property is being handled by people who have been at this so long that they worked on the original version of Dragon Quest games and also their later remakes” would be a priority when remaking your own beloved property, but Nintendo did not feel this way.
This all goes back a little further, too. Did you know that the Switch version of Pikmin 3 was handled by Eighting, including the new original content made to ensure that the Deluxe tag at the end of that release’s name wasn’t merely for show? And that Eighting also co-developed Pikmin 4 alongside Nintendo EPD? Eighting’s role in Pikmin 3 Deluxe wasn’t revealed until the credits rolled there, either. It feels like more attention should have been paid to these developments in the lead-up to their releases, given Eighting’s extensive pedigree that stretches back into the ‘90s—the studio made some killer, all-timer shoot ‘em ups when they were known as Raizing, and have made plenty of high-quality games since working with either Nintendo or Capcom (Kuru Kuru Kururin, Tatsunoko vs. Capcom, Monster Hunter 3 Ultimate and Monster Hunter Generations Ultimate). Say something about their involvement!