Like others have said, the 3D is part of a set of features (alongside streetpass and spotpass) that make the product come alive, and make it unique. These are its USPs (unique selling propositions).
In terms of 3D's game-wise appeal, I found that I had a hard time playing SM3DL with the 3D turned off. I have much better depth perception with the 3D on. Re:R, I played the demo and the immersion is much stronger with the 3D on. However, at times I really need to concentrate, so I have to turn it off (same for SFIV, it's never on with that game). For OoT, the visual experience is just so much better with 3D on.
Business-wise, it's a very tough call: there are trade-offs. On one hand, it required twice the performance of a 2D device, as two images are being produced at once to create the 3D effect at a higher resolution than the 2D (not 100% sure about this, someone correct me if I'm wrong). Also, the SDK and API had to provide tools for this to work, and is a core part of the 3DS API architecture. Odds are it made the costs a little more expensive, let alone the screen that needs to be compatible with the 2-input signal of stereoscopic 3D. Any unique new HW does not benefit from the years of amortization of research of a HW piece that has been produced for years (by foxconn). That's another big one. Ultimately, what happened was the 3DS struggled to hit mass appeal until a massive price-cut was made. Luckily the 3DS will have sold at a loss for only 1 year over a 6 to 7 year lifespan. Was that compromise worth to offer the USP the 3DS offers? Ultimately, I believe so.









