Quote from Izunobah...marketing is second to product quality anyway. Is the game fun? Does it have a wide appeal? those are the most important questions to answer to determine game success. "is the marketing good" is only a valid question if you have a good enough game. History of game sales shows that.
Not necessarily true either. Games based on films tend to be shitty. Nevertheless, some of them have been fairly big hits.
About the fake in-game content, you wouldn't be discussing about it here unless it had an impact on you. Negative critical incidents tend to lead to stronger emotions, more mind processing, and are stored in your memory for a longer time period. People do not tend to give feedback when they are satisified with something, unless their perception of the quality significantly exceeds their expectations. Negative incidents still lead to stronger reactions like taking the initiative to complain here and creating negative word-of-mouth. Of course, all this depends on your previous exposures to the product/service/brand (positive/negative), number of exposures, relationship length with the brand, values, etc...
What if bigger information sources would spread this negative word-of-mouth. Could there be a snowball effect? Would that affect sales? Perhaps in some age groups or social groups. Perhaps not. It might if the people who first played it would have felt as if they had been betrayed, spreading the word to others. What if game reviewers would take this matter in their hands?
bleh... I'll shut up now.