I can assure you, we are always listening. :look:
I can't comment on the current situation, since, as a Quest Designer, I am not really privy to that kind of information.
What I can do however, is give a bit of an explanation for marketing in games from experience in my previous company. Back then (about 2 years ago now), we released a small, indie game. It was a revival of an old franchise, mostly known in Germany and with very little brand recognition. We didn't want to go all out in marketing and we really couldn't. We did the best we could through social media and talking to youtubers and the like.
The problem is, we never really got the word out. Sure a core audience was alerted to the game. A lot of people who read blogs and watch youtube videos etc got to know our game and that was all fine and well, but we never, never managed to get into the mainstream media or into the attention of the general public.
I would like to point out that marketing itself, in our case then, had nothing to do with what kind of game we were making. Reaching a wider audience means exactly that. It means more people have a chance to see your game, to become aware of your game. It's not about what kind of game it is, what content it has or how it plays. It's all about someone saying "Hey, know about Game X?" and someone else replying "Of course I heard about that!" . When we released our game back then, even a year after release and some decent (but not quite happy sales), comments on new videos about the game would always include "How come I never heard about this before!?".
Granted, that was an indie game. This is a different cup of tea, but I do believe the principle remains. And like I said, I cannot tell you how things are handled here (not my department, marketing
) so I drew from previous experiences to find a comparison.
From my perspective as a Quest Designer, I can assure you we all aim to deliver what The Witcher is known and loved for. Aaaand I will get back to doing that right now.